3890256fc5
Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
70 lines
3.6 KiB
C++
70 lines
3.6 KiB
C++
/*************************************************************************/
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/* networked_multiplayer_peer.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "networked_multiplayer_peer.h"
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void NetworkedMultiplayerPeer::_bind_methods() {
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ClassDB::bind_method(_MD("set_transfer_mode","mode"), &NetworkedMultiplayerPeer::set_transfer_mode );
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ClassDB::bind_method(_MD("set_target_peer","id"), &NetworkedMultiplayerPeer::set_target_peer );
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ClassDB::bind_method(_MD("get_packet_peer"), &NetworkedMultiplayerPeer::get_packet_peer );
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ClassDB::bind_method(_MD("poll"), &NetworkedMultiplayerPeer::poll );
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ClassDB::bind_method(_MD("get_connection_status"), &NetworkedMultiplayerPeer::get_connection_status );
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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 );
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ClassDB::bind_method(_MD("is_refusing_new_connections"), &NetworkedMultiplayerPeer::is_refusing_new_connections );
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BIND_CONSTANT( TRANSFER_MODE_UNRELIABLE );
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BIND_CONSTANT( TRANSFER_MODE_UNRELIABLE_ORDERED );
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BIND_CONSTANT( TRANSFER_MODE_RELIABLE );
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BIND_CONSTANT( CONNECTION_DISCONNECTED );
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BIND_CONSTANT( CONNECTION_CONNECTING );
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BIND_CONSTANT( CONNECTION_CONNECTED );
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BIND_CONSTANT( TARGET_PEER_BROADCAST );
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BIND_CONSTANT( TARGET_PEER_SERVER );
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ADD_SIGNAL( MethodInfo("peer_connected",PropertyInfo(Variant::INT,"id")));
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ADD_SIGNAL( MethodInfo("peer_disconnected",PropertyInfo(Variant::INT,"id")));
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ADD_SIGNAL( MethodInfo("server_disconnected"));
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ADD_SIGNAL( MethodInfo("connection_succeeded") );
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ADD_SIGNAL( MethodInfo("connection_failed") );
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}
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NetworkedMultiplayerPeer::NetworkedMultiplayerPeer() {
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}
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