Closes the connection. Ignored if no connection is currently established. If this is a server it tries to notify all clients before forcibly disconnecting them. If this is a client it simply closes the connection to the server.
Create client that connects to a server at address using specified port. The given address needs to be either a fully qualified domain nome (e.g. www.example.com) or an IP address in IPv4 or IPv6 format (e.g. 192.168.1.1). The port is the port the server is listening on. The in_bandwidth and out_bandwidth parameters can be used to limit the incoming and outgoing bandwidth to the given number of bytes per second. The default of 0 means unlimited bandwidth. Note that ENet will strategically drop packets on specific sides of a connection between peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth parameters also determine the window size of a connection which limits the amount of reliable packets that may be in transit at any given time. Returns OK if a client was created, ERR_ALREADY_IN_USE if this NetworkedMultiplayerEnet instance already has an open connection (in which case you need to call closeConnection first) or ERR_CANT_CREATE if the client could not be created. If client_port is specified, the client will also listen to the given port, this is useful in some NAT traversal technique.
Create server that listens to connections via port. The port needs to be an available, unused port between 0 and 65535. Note that ports below 1024 are privileged and may require elevated permissions depending on the platform. To change the interface the server listens on, use setBindIp. The default IP is the wildcard *, which listens on all available interfaces. max_clients is the maximum number of clients that are allowed at once, any number up to 4096 may be used, although the achievable number of simultaneous clients may be far lower and depends on the application. For additional details on the bandwidth parameters, see createClient. Returns OK if a server was created, ERR_ALREADY_IN_USE if this NetworkedMultiplayerEnet instance already has an open connection (in which case you need to call closeConnection first) or ERR_CANT_CREATE if the server could not be created.
Disconnect the given peer. If "now" is set to true, the connection will be closed immediately without flushing queued messages.
Returns the channel of the last packet fetched via PacketPeer.getPacket
Returns the channel of the next packet that will be retrieved via PacketPeer.getPacket
Returns the IP address of the given peer.
Returns the remote port of the given peer.
The IP used when creating a server. This is set to the wildcard * by default, which binds to all available interfaces. The given IP needs to be in IPv4 or IPv6 address format, for example: 192.168.1.1.
Always use TRANSFER_MODE_ORDERED in place of TRANSFER_MODE_UNRELIABLE. This is the only way to use ordering with the RPC system.
The number of channels to be used by ENet. Default: 3. Channels are used to separate different kinds of data. In realiable or ordered mode, for example, the packet delivery order is ensured on a per channel basis.
The compression method used for network packets. Default is no compression. These have different tradeoffs of compression speed versus bandwidth, you may need to test which one works best for your use case if you use compression at all.
Set the default channel to be used to transfer data. By default this value is -1 which means that ENet will only use 2 channels, one for reliable and one for unreliable packets. Channel 0 is reserved, and cannot be used. Setting this member to any value between 0 and channelCount (excluded) will force ENet to use that channel for sending data.
PacketPeer implementation using the ENet library.
A PacketPeer implementation that should be passed to SceneTree.setNetworkPeer after being initialized as either a client or server. Events can then be handled by connecting to SceneTree signals.