[][src]Struct gdnative::api::NetworkedMultiplayerENet

pub struct NetworkedMultiplayerENet { /* fields omitted */ }

core class NetworkedMultiplayerENet inherits NetworkedMultiplayerPeer (reference counted).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Memory management

The lifetime of this object is automatically managed through reference counting.

Class hierarchy

NetworkedMultiplayerENet inherits methods from:

Safety

All types in the Godot API have "interior mutability" in Rust parlance. To enforce that the official thread-safety guidelines are followed, the typestate pattern is used in the Ref and TRef smart pointers, and the Instance API. The typestate Access in these types tracks whether the access is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations

impl NetworkedMultiplayerENet[src]

Constants

impl NetworkedMultiplayerENet[src]

pub fn new() -> Ref<NetworkedMultiplayerENet, Unique>[src]

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

pub fn close_connection(&self, wait_usec: i64)[src]

pub fn create_client(
    &self,
    address: impl Into<GodotString>,
    port: i64,
    in_bandwidth: i64,
    out_bandwidth: i64,
    client_port: i64
) -> Result<(), GodotError>
[src]

pub fn create_server(
    &self,
    port: i64,
    max_clients: i64,
    in_bandwidth: i64,
    out_bandwidth: i64
) -> Result<(), GodotError>
[src]

pub fn disconnect_peer(&self, id: i64, now: bool)[src]

pub fn channel_count(&self) -> i64[src]

pub fn compression_mode(&self) -> CompressionMode[src]

pub fn get_last_packet_channel(&self) -> i64[src]

pub fn get_packet_channel(&self) -> i64[src]

pub fn get_peer_address(&self, id: i64) -> GodotString[src]

pub fn get_peer_port(&self, id: i64) -> i64[src]

pub fn transfer_channel(&self) -> i64[src]

pub fn is_always_ordered(&self) -> bool[src]

pub fn is_dtls_enabled(&self) -> bool[src]

pub fn is_dtls_verify_enabled(&self) -> bool[src]

pub fn is_server_relay_enabled(&self) -> bool[src]

pub fn set_always_ordered(&self, ordered: bool)[src]

pub fn set_bind_ip(&self, ip: impl Into<GodotString>)[src]

pub fn set_channel_count(&self, channels: i64)[src]

pub fn set_compression_mode(&self, mode: i64)[src]

pub fn set_dtls_certificate(&self, certificate: impl AsArg<X509Certificate>)[src]

pub fn set_dtls_enabled(&self, enabled: bool)[src]

pub fn set_dtls_key(&self, key: impl AsArg<CryptoKey>)[src]

pub fn set_dtls_verify_enabled(&self, enabled: bool)[src]

pub fn set_server_relay_enabled(&self, enabled: bool)[src]

pub fn set_transfer_channel(&self, channel: i64)[src]

Methods from Deref<Target = NetworkedMultiplayerPeer>

pub fn get_connection_status(&self) -> ConnectionStatus[src]

Returns the current state of the connection. See [enum ConnectionStatus].

pub fn get_packet_peer(&self) -> i64[src]

Returns the ID of the [NetworkedMultiplayerPeer] who sent the most recent packet.

pub fn transfer_mode(&self) -> TransferMode[src]

The manner in which to send packets to the [code]target_peer[/code]. See [enum TransferMode].

pub fn get_unique_id(&self) -> i64[src]

Returns the ID of this [NetworkedMultiplayerPeer].

pub fn is_refusing_new_connections(&self) -> bool[src]

If [code]true[/code], this [NetworkedMultiplayerPeer] refuses new connections.

pub fn poll(&self)[src]

Waits up to 1 second to receive a new network event.

pub fn set_refuse_new_connections(&self, enable: bool)[src]

If [code]true[/code], this [NetworkedMultiplayerPeer] refuses new connections.

pub fn set_target_peer(&self, id: i64)[src]

Sets the peer to which packets will be sent.
				The [code]id[/code] can be one of: [constant TARGET_PEER_BROADCAST] to send to all connected peers, [constant TARGET_PEER_SERVER] to send to the peer acting as server, a valid peer ID to send to that specific peer, a negative peer ID to send to all peers except that one. By default, the target peer is [constant TARGET_PEER_BROADCAST].

pub fn set_transfer_mode(&self, mode: i64)[src]

The manner in which to send packets to the [code]target_peer[/code]. See [enum TransferMode].

Trait Implementations

impl Debug for NetworkedMultiplayerENet[src]

impl Deref for NetworkedMultiplayerENet[src]

type Target = NetworkedMultiplayerPeer

The resulting type after dereferencing.

impl DerefMut for NetworkedMultiplayerENet[src]

impl GodotObject for NetworkedMultiplayerENet[src]

type RefKind = RefCounted

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

impl Instanciable for NetworkedMultiplayerENet[src]

impl SubClass<NetworkedMultiplayerPeer> for NetworkedMultiplayerENet[src]

impl SubClass<Object> for NetworkedMultiplayerENet[src]

impl SubClass<PacketPeer> for NetworkedMultiplayerENet[src]

impl SubClass<Reference> for NetworkedMultiplayerENet[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> SubClass<T> for T where
    T: GodotObject
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impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.