godot/core/io/networked_multiplayer_peer.h

55 lines
1.1 KiB
C++

#ifndef NETWORKED_MULTIPLAYER_PEER_H
#define NETWORKED_MULTIPLAYER_PEER_H
#include "io/packet_peer.h"
class NetworkedMultiplayerPeer : public PacketPeer {
OBJ_TYPE(NetworkedMultiplayerPeer,PacketPeer);
protected:
static void _bind_methods();
public:
enum {
TARGET_PEER_BROADCAST=0,
TARGET_PEER_SERVER=1
};
enum TransferMode {
TRANSFER_MODE_UNRELIABLE,
TRANSFER_MODE_UNRELIABLE_ORDERED,
TRANSFER_MODE_RELIABLE,
};
enum ConnectionStatus {
CONNECTION_DISCONNECTED,
CONNECTION_CONNECTING,
CONNECTION_CONNECTED,
};
virtual void set_transfer_mode(TransferMode p_mode)=0;
virtual void set_target_peer(int p_peer_id)=0;
virtual int get_packet_peer() const=0;
virtual bool is_server() const=0;
virtual void poll()=0;
virtual int get_unique_id() const=0;
virtual void set_refuse_new_connections(bool p_enable)=0;
virtual bool is_refusing_new_connections() const=0;
virtual ConnectionStatus get_connection_status() const=0;
NetworkedMultiplayerPeer();
};
VARIANT_ENUM_CAST( NetworkedMultiplayerPeer::TransferMode )
VARIANT_ENUM_CAST( NetworkedMultiplayerPeer::ConnectionStatus )
#endif // NetworkedMultiplayerPeer_H