9773803e4e
Add few methods to allow peers to exchange authentication information. - `set_auth_callback(callback)`: Enable the authentication features. The callback is a `Callable` that accepts an `int` (the peer ID), and a `PackedByteArray` of data. - The `peer_authenticating(id)` signal will be emitted instead of `peer_connected` when a new peer connects. - Use `send_auth(id: int, data: PackedByteArray)` to exchange data. - Call `complete_auth(id: int)` when the authentication process is complete and you expect to start receiving game data. - The `peer_connected` signal will be emitted as soon as both parties complete the authentication. - Use `disconnect_peer(id)` to disconnect a connected peer. - If the `peer_connected` signal didn't fire for that peer (i.e. it was still in the authentication phase), the `peer_auth_failed` signal will be emitted instead of `peer_disconnected`. |
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MultiplayerSpawner.xml | ||
MultiplayerSynchronizer.xml | ||
SceneMultiplayer.xml | ||
SceneReplicationConfig.xml |