#ifndef GODOT_CPP_NETWORKEDMULTIPLAYERENET_HPP #define GODOT_CPP_NETWORKEDMULTIPLAYERENET_HPP #include #include #include #include #include #include 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 ip, const int64_t port, const int64_t in_bandwidth = 0, const int64_t out_bandwidth = 0); void close_connection(); void set_compression_mode(const int64_t mode); NetworkedMultiplayerENet::CompressionMode get_compression_mode() const; void set_bind_ip(const String ip); }; } #endif