godot-cpp/include/gen/NetworkedMultiplayerENet.hpp

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#ifndef GODOT_CPP_NETWORKEDMULTIPLAYERENET_HPP
#define GODOT_CPP_NETWORKEDMULTIPLAYERENET_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "NetworkedMultiplayerENet.hpp"
#include "NetworkedMultiplayerPeer.hpp"
namespace godot {
class NetworkedMultiplayerENet : public NetworkedMultiplayerPeer {
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
static inline const char *___get_class_name() { return (const char *) "NetworkedMultiplayerENet"; }
static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); }
// enums
enum CompressionMode {
COMPRESS_NONE = 0,
COMPRESS_FASTLZ = 2,
COMPRESS_RANGE_CODER = 1,
COMPRESS_ZLIB = 3,
COMPRESS_ZSTD = 4,
};
// constants
static NetworkedMultiplayerENet *_new();
// methods
Error create_server(const int64_t port, const int64_t max_clients = 32, const int64_t in_bandwidth = 0, const int64_t out_bandwidth = 0);
Error create_client(const String address, const int64_t port, const int64_t in_bandwidth = 0, const int64_t out_bandwidth = 0, const int64_t client_port = 0);
void close_connection(const int64_t wait_usec = 100);
void disconnect_peer(const int64_t id, const bool now = false);
void set_compression_mode(const int64_t mode);
NetworkedMultiplayerENet::CompressionMode get_compression_mode() const;
void set_bind_ip(const String ip);
String get_peer_address(const int64_t id) const;
int64_t get_peer_port(const int64_t id) const;
int64_t get_packet_channel() const;
int64_t get_last_packet_channel() const;
void set_transfer_channel(const int64_t channel);
int64_t get_transfer_channel() const;
void set_channel_count(const int64_t channels);
int64_t get_channel_count() const;
void set_always_ordered(const bool ordered);
bool is_always_ordered() const;
};
}
#endif