#ifndef GODOT_CPP_NETWORKEDMULTIPLAYERPEER_HPP #define GODOT_CPP_NETWORKEDMULTIPLAYERPEER_HPP #include #include #include #include #include "NetworkedMultiplayerPeer.hpp" #include "PacketPeer.hpp" namespace godot { class NetworkedMultiplayerPeer : public PacketPeer { public: static void *___get_type_tag(); static void *___get_base_type_tag(); static inline const char *___get_class_name() { return (const char *) "NetworkedMultiplayerPeer"; } 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 ConnectionStatus { CONNECTION_CONNECTING = 1, CONNECTION_DISCONNECTED = 0, CONNECTION_CONNECTED = 2, }; enum TransferMode { TRANSFER_MODE_UNRELIABLE_ORDERED = 1, TRANSFER_MODE_UNRELIABLE = 0, TRANSFER_MODE_RELIABLE = 2, }; // constants const static int TARGET_PEER_BROADCAST = 0; const static int TARGET_PEER_SERVER = 1; // methods void set_transfer_mode(const int64_t mode); NetworkedMultiplayerPeer::TransferMode get_transfer_mode() const; void set_target_peer(const int64_t id); int64_t get_packet_peer() const; void poll(); NetworkedMultiplayerPeer::ConnectionStatus get_connection_status() const; int64_t get_unique_id() const; void set_refuse_new_connections(const bool enable); bool is_refusing_new_connections() const; }; } #endif