Queues a [param packet] to be sent to all peers associated with the host over the specified [param channel]. See [ENetPacketPeer] [code]FLAG_*[/code] constants for available packet flags.
Sets the compression method used for network packets. These have different tradeoffs of compression speed versus bandwidth, you may need to test which one works best for your use case if you use compression at all.
[b]Note:[/b] Most games' network design involve sending many small packets frequently (smaller than 4 KB each). If in doubt, it is recommended to keep the default compression algorithm as it works best on these small packets.
[b]Note:[/b] The compression mode must be set to the same value on both the server and all its clients. Clients will fail to connect if the compression mode set on the client differs from the one set on the server.
Initiates a connection to a foreign [param address] using the specified [param port] and allocating the requested [param channels]. Optional [param data] can be passed during connection in the form of a 32 bit integer.
Create an ENetHost that will allow up to [param max_peers] connected peers, each allocating up to [param max_channels] channels, optionally limiting bandwidth to [param in_bandwidth] and [param out_bandwidth].
Configure this ENetHost to use the custom Godot extension allowing DTLS encryption for ENet clients. Call this before [method connect_to_host] to have ENet connect using DTLS validating the server certificate against [param hostname]. You can pass the optional [param client_options] parameter to customize the trusted certification authorities, or disable the common name verification. See [method TLSOptions.client] and [method TLSOptions.client_unsafe].
Configure this ENetHost to use the custom Godot extension allowing DTLS encryption for ENet servers. Call this right after [method create_host_bound] to have ENet expect peers to connect using DTLS. See [method TLSOptions.server].
Waits for events on the host specified and shuttles packets between the host and its peers. The returned [Array] will have 4 elements. An [enum EventType], the [ENetPacketPeer] which generated the event, the event associated data (if any), the event associated channel (if any). If the generated event is [constant EVENT_RECEIVE], the received packet will be queued to the associated [ENetPacketPeer].
Call this function regularly to handle connections, disconnections, and to receive new packets.
Sends a [param packet] toward a destination from the address and port currently bound by this ENetConnection instance.
This is useful as it serves to establish entries in NAT routing tables on all devices between this bound instance and the public facing internet, allowing a prospective client's connection packets to be routed backward through the NAT device(s) between the public internet and this host.
This requires forward knowledge of a prospective client's address and communication port as seen by the public internet - after any NAT devices have handled their connection request. This information can be obtained by a [url=https://en.wikipedia.org/wiki/STUN]STUN[/url] service, and must be handed off to your host by an entity that is not the prospective client. This will never work for a client behind a Symmetric NAT due to the nature of the Symmetric NAT routing algorithm, as their IP and Port cannot be known beforehand.
No compression. This uses the most bandwidth, but has the upside of requiring the fewest CPU resources. This option may also be used to make network debugging using tools like Wireshark easier.
[url=https://fastlz.org/]FastLZ[/url] compression. This option uses less CPU resources compared to [constant COMPRESS_ZLIB], at the expense of using more bandwidth.
[url=https://www.zlib.net/]Zlib[/url] compression. This option uses less bandwidth compared to [constant COMPRESS_FASTLZ], at the expense of using more CPU resources.
[url=https://facebook.github.io/zstd/]Zstandard[/url] compression. Note that this algorithm is not very efficient on packets smaller than 4 KB. Therefore, it's recommended to use other compression algorithms in most cases.
A peer has disconnected. This event is generated on a successful completion of a disconnect initiated by [method ENetPacketPeer.peer_disconnect], if a peer has timed out, or if a connection request initialized by [method connect_to_host] has timed out. The array will contain the peer which disconnected. The data field contains user supplied data describing the disconnection, or 0, if none is available.
A packet has been received from a peer. The array will contain the peer which sent the packet and the channel number upon which the packet was received. The received packet will be queued to the associated [ENetPacketPeer].