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/*************************************************************************/
/*  networked_multiplayer_peer.cpp                                       */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* 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(_MD("set_transfer_mode","mode"), &NetworkedMultiplayerPeer::set_transfer_mode );
	ClassDB::bind_method(_MD("set_target_peer","id"), &NetworkedMultiplayerPeer::set_target_peer );

	ClassDB::bind_method(_MD("get_packet_peer"), &NetworkedMultiplayerPeer::get_packet_peer );

	ClassDB::bind_method(_MD("poll"), &NetworkedMultiplayerPeer::poll );

	ClassDB::bind_method(_MD("get_connection_status"), &NetworkedMultiplayerPeer::get_connection_status );
	ClassDB::bind_method(_MD("get_unique_id"), &NetworkedMultiplayerPeer::get_unique_id );

	ClassDB::bind_method(_MD("set_refuse_new_connections","enable"), &NetworkedMultiplayerPeer::set_refuse_new_connections );
	ClassDB::bind_method(_MD("is_refusing_new_connections"), &NetworkedMultiplayerPeer::is_refusing_new_connections );

	BIND_CONSTANT( TRANSFER_MODE_UNRELIABLE );
	BIND_CONSTANT( TRANSFER_MODE_UNRELIABLE_ORDERED );
	BIND_CONSTANT( TRANSFER_MODE_RELIABLE );

	BIND_CONSTANT( CONNECTION_DISCONNECTED );
	BIND_CONSTANT( CONNECTION_CONNECTING );
	BIND_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() {


}