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godot-docs/classes/class_networkedmultiplayerenet.rst
2017-09-23 11:01:36 +02:00

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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the NetworkedMultiplayerENet.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_NetworkedMultiplayerENet:
NetworkedMultiplayerENet
========================
**Inherits:** :ref:`NetworkedMultiplayerPeer<class_networkedmultiplayerpeer>` **<** :ref:`PacketPeer<class_packetpeer>` **<** :ref:`Reference<class_reference>` **<** :ref:`Object<class_object>`
**Category:** Core
Brief Description
-----------------
PacketPeer implementation using the ENet library.
Member Functions
----------------
+------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`close_connection<class_NetworkedMultiplayerENet_close_connection>` **(** **)** |
+------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`create_client<class_NetworkedMultiplayerENet_create_client>` **(** :ref:`String<class_string>` ip, :ref:`int<class_int>` port, :ref:`int<class_int>` in_bandwidth=0, :ref:`int<class_int>` out_bandwidth=0 **)** |
+------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`create_server<class_NetworkedMultiplayerENet_create_server>` **(** :ref:`int<class_int>` port, :ref:`int<class_int>` max_clients=32, :ref:`int<class_int>` in_bandwidth=0, :ref:`int<class_int>` out_bandwidth=0 **)** |
+------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_compression_mode<class_NetworkedMultiplayerENet_get_compression_mode>` **(** **)** const |
+------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_bind_ip<class_NetworkedMultiplayerENet_set_bind_ip>` **(** :ref:`String<class_string>` ip **)** |
+------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_compression_mode<class_NetworkedMultiplayerENet_set_compression_mode>` **(** :ref:`int<class_int>` mode **)** |
+------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
Numeric Constants
-----------------
- **COMPRESS_NONE** = **0**
- **COMPRESS_RANGE_CODER** = **1**
- **COMPRESS_FASTLZ** = **2**
- **COMPRESS_ZLIB** = **3**
- **COMPRESS_ZSTD** = **4**
Description
-----------
A connection (or a listening server) that should be passed to :ref:`SceneTree.set_network_peer<class_SceneTree_set_network_peer>`. Socket events can be handled by connecting to :ref:`SceneTree<class_scenetree>` signals.
Member Function Description
---------------------------
.. _class_NetworkedMultiplayerENet_close_connection:
- void **close_connection** **(** **)**
.. _class_NetworkedMultiplayerENet_create_client:
- :ref:`int<class_int>` **create_client** **(** :ref:`String<class_string>` ip, :ref:`int<class_int>` port, :ref:`int<class_int>` in_bandwidth=0, :ref:`int<class_int>` out_bandwidth=0 **)**
Create client that connects to a server at address ``ip`` using specified ``port``.
.. _class_NetworkedMultiplayerENet_create_server:
- :ref:`int<class_int>` **create_server** **(** :ref:`int<class_int>` port, :ref:`int<class_int>` max_clients=32, :ref:`int<class_int>` in_bandwidth=0, :ref:`int<class_int>` out_bandwidth=0 **)**
Create server that listens to connections via ``port``.
.. _class_NetworkedMultiplayerENet_get_compression_mode:
- :ref:`int<class_int>` **get_compression_mode** **(** **)** const
.. _class_NetworkedMultiplayerENet_set_bind_ip:
- void **set_bind_ip** **(** :ref:`String<class_string>` ip **)**
.. _class_NetworkedMultiplayerENet_set_compression_mode:
- void **set_compression_mode** **(** :ref:`int<class_int>` mode **)**