godot/core/io/networked_multiplayer_peer.cpp

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#include "networked_multiplayer_peer.h"
void NetworkedMultiplayerPeer::_bind_methods() {
ClassDB::bind_method(_MD("set_transfer_mode","mode"), &NetworkedMultiplayerPeer::set_transfer_mode );
ClassDB::bind_method(_MD("set_target_peer","id"), &NetworkedMultiplayerPeer::set_target_peer );
ClassDB::bind_method(_MD("get_packet_peer"), &NetworkedMultiplayerPeer::get_packet_peer );
ClassDB::bind_method(_MD("poll"), &NetworkedMultiplayerPeer::poll );
ClassDB::bind_method(_MD("get_connection_status"), &NetworkedMultiplayerPeer::get_connection_status );
ClassDB::bind_method(_MD("get_unique_id"), &NetworkedMultiplayerPeer::get_unique_id );
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ClassDB::bind_method(_MD("set_refuse_new_connections","enable"), &NetworkedMultiplayerPeer::set_refuse_new_connections );
ClassDB::bind_method(_MD("is_refusing_new_connections"), &NetworkedMultiplayerPeer::is_refusing_new_connections );
BIND_CONSTANT( TRANSFER_MODE_UNRELIABLE );
BIND_CONSTANT( TRANSFER_MODE_UNRELIABLE_ORDERED );
BIND_CONSTANT( TRANSFER_MODE_RELIABLE );
BIND_CONSTANT( CONNECTION_DISCONNECTED );
BIND_CONSTANT( CONNECTION_CONNECTING );
BIND_CONSTANT( CONNECTION_CONNECTED );
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BIND_CONSTANT( TARGET_PEER_BROADCAST );
BIND_CONSTANT( TARGET_PEER_SERVER );
ADD_SIGNAL( MethodInfo("peer_connected",PropertyInfo(Variant::INT,"id")));
ADD_SIGNAL( MethodInfo("peer_disconnected",PropertyInfo(Variant::INT,"id")));
ADD_SIGNAL( MethodInfo("server_disconnected"));
ADD_SIGNAL( MethodInfo("connection_succeeded") );
ADD_SIGNAL( MethodInfo("connection_failed") );
}
NetworkedMultiplayerPeer::NetworkedMultiplayerPeer() {
}