godot/core/io/networked_multiplayer_peer.cpp
2017-08-27 14:16:55 +02:00

67 lines
3.8 KiB
C++

/*************************************************************************/
/* networked_multiplayer_peer.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "networked_multiplayer_peer.h"
void NetworkedMultiplayerPeer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_transfer_mode", "mode"), &NetworkedMultiplayerPeer::set_transfer_mode);
ClassDB::bind_method(D_METHOD("set_target_peer", "id"), &NetworkedMultiplayerPeer::set_target_peer);
ClassDB::bind_method(D_METHOD("get_packet_peer"), &NetworkedMultiplayerPeer::get_packet_peer);
ClassDB::bind_method(D_METHOD("poll"), &NetworkedMultiplayerPeer::poll);
ClassDB::bind_method(D_METHOD("get_connection_status"), &NetworkedMultiplayerPeer::get_connection_status);
ClassDB::bind_method(D_METHOD("get_unique_id"), &NetworkedMultiplayerPeer::get_unique_id);
ClassDB::bind_method(D_METHOD("set_refuse_new_connections", "enable"), &NetworkedMultiplayerPeer::set_refuse_new_connections);
ClassDB::bind_method(D_METHOD("is_refusing_new_connections"), &NetworkedMultiplayerPeer::is_refusing_new_connections);
BIND_ENUM_CONSTANT(TRANSFER_MODE_UNRELIABLE);
BIND_ENUM_CONSTANT(TRANSFER_MODE_UNRELIABLE_ORDERED);
BIND_ENUM_CONSTANT(TRANSFER_MODE_RELIABLE);
BIND_ENUM_CONSTANT(CONNECTION_DISCONNECTED);
BIND_ENUM_CONSTANT(CONNECTION_CONNECTING);
BIND_ENUM_CONSTANT(CONNECTION_CONNECTED);
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() {
}