A high-level network interface to simplify multiplayer interactions.
Manages the connection to network peers. Assigns unique IDs to each client connected to the server.
http://docs.godotengine.org/en/3.0/tutorials/networking/high_level_multiplayer.html
Returns the current state of the connection. See [enum ConnectionStatus].
Returns the ID of the [code]NetworkedMultiplayerPeer[/code] who sent the most recent packet.
Returns the ID of this [code]NetworkedMultiplayerPeer[/code].
Waits up to 1 second to receive a new network event.
Sets the peer to which packets will be sent. The [code]id[/code] can be one of: [code]TARGET_PEER_BROADCAST[/code] to send to all connected peers, [code]TARGET_PEER_SERVER[/code] 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. Default: [code]TARGET_PEER_BROADCAST[/code]
- If [code]true[/code] this [code]NetworkedMultiplayerPeer[/code] refuses new connections. Default value: [code]false[/code].
- The manner in which to send packets to the [code]target_peer[/code]. See [enum TransferMode].
Emitted when a connection attempt fails.
Emitted when a connection attempt succeeds.
Emitted by the server when a client connects.
Emitted by the server when a client disconnects.
Emitted by clients when the server disconnects.
Packets are sent via unordered UDP packets.
Packets are sent via ordered UDP packets.
Packets are sent via TCP packets.
The ongoing connection disconnected.
A connection attempt is ongoing.
The connection attempt succeeded.
Packets are sent to the server and then redistributed to other peers.
Packets are sent to the server alone.