1cf6d21f69
Co-authored-by: Josh DeGraw <joshmdegraw@gmail.com>
74 lines
5.1 KiB
XML
74 lines
5.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="WebRTCMultiplayer" inherits="NetworkedMultiplayerPeer" version="3.5">
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<brief_description>
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A simple interface to create a peer-to-peer mesh network composed of [WebRTCPeerConnection] that is compatible with the [MultiplayerAPI].
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</brief_description>
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<description>
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This class constructs a full mesh of [WebRTCPeerConnection] (one connection for each peer) that can be used as a [member MultiplayerAPI.network_peer].
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You can add each [WebRTCPeerConnection] via [method add_peer] or remove them via [method remove_peer]. Peers must be added in [constant WebRTCPeerConnection.STATE_NEW] state to allow it to create the appropriate channels. This class will not create offers nor set descriptions, it will only poll them, and notify connections and disconnections.
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[signal NetworkedMultiplayerPeer.connection_succeeded] and [signal NetworkedMultiplayerPeer.server_disconnected] will not be emitted unless [code]server_compatibility[/code] is [code]true[/code] in [method initialize]. Beside that data transfer works like in a [NetworkedMultiplayerPeer].
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="add_peer">
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<return type="int" enum="Error" />
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<argument index="0" name="peer" type="WebRTCPeerConnection" />
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<argument index="1" name="peer_id" type="int" />
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<argument index="2" name="unreliable_lifetime" type="int" default="1" />
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<description>
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Add a new peer to the mesh with the given [code]peer_id[/code]. The [WebRTCPeerConnection] must be in state [constant WebRTCPeerConnection.STATE_NEW].
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Three channels will be created for reliable, unreliable, and ordered transport. The value of [code]unreliable_lifetime[/code] will be passed to the [code]maxPacketLifetime[/code] option when creating unreliable and ordered channels (see [method WebRTCPeerConnection.create_data_channel]).
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</description>
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</method>
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<method name="close">
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<return type="void" />
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<description>
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Close all the add peer connections and channels, freeing all resources.
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</description>
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</method>
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<method name="get_peer">
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<return type="Dictionary" />
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<argument index="0" name="peer_id" type="int" />
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<description>
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Return a dictionary representation of the peer with given [code]peer_id[/code] with three keys. [code]connection[/code] containing the [WebRTCPeerConnection] to this peer, [code]channels[/code] an array of three [WebRTCDataChannel], and [code]connected[/code] a boolean representing if the peer connection is currently connected (all three channels are open).
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</description>
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</method>
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<method name="get_peers">
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<return type="Dictionary" />
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<description>
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Returns a dictionary which keys are the peer ids and values the peer representation as in [method get_peer].
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</description>
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</method>
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<method name="has_peer">
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<return type="bool" />
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<argument index="0" name="peer_id" type="int" />
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<description>
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Returns [code]true[/code] if the given [code]peer_id[/code] is in the peers map (it might not be connected though).
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</description>
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</method>
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<method name="initialize">
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<return type="int" enum="Error" />
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<argument index="0" name="peer_id" type="int" />
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<argument index="1" name="server_compatibility" type="bool" default="false" />
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<description>
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Initialize the multiplayer peer with the given [code]peer_id[/code] (must be between 1 and 2147483647).
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If [code]server_compatibilty[/code] is [code]false[/code] (default), the multiplayer peer will be immediately in state [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTED] and [signal NetworkedMultiplayerPeer.connection_succeeded] will not be emitted.
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If [code]server_compatibilty[/code] is [code]true[/code] the peer will suppress all [signal NetworkedMultiplayerPeer.peer_connected] signals until a peer with id [constant NetworkedMultiplayerPeer.TARGET_PEER_SERVER] connects and then emit [signal NetworkedMultiplayerPeer.connection_succeeded]. After that the signal [signal NetworkedMultiplayerPeer.peer_connected] will be emitted for every already connected peer, and any new peer that might connect. If the server peer disconnects after that, signal [signal NetworkedMultiplayerPeer.server_disconnected] will be emitted and state will become [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTED].
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</description>
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</method>
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<method name="remove_peer">
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<return type="void" />
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<argument index="0" name="peer_id" type="int" />
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<description>
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Remove the peer with given [code]peer_id[/code] from the mesh. If the peer was connected, and [signal NetworkedMultiplayerPeer.peer_connected] was emitted for it, then [signal NetworkedMultiplayerPeer.peer_disconnected] will be emitted.
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</description>
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</method>
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</methods>
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<members>
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<member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections" overrides="NetworkedMultiplayerPeer" default="false" />
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<member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" overrides="NetworkedMultiplayerPeer" enum="NetworkedMultiplayerPeer.TransferMode" default="2" />
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</members>
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<constants>
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</constants>
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</class>
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