NetworkedMultiplayerENet.useDtls

When enabled, the client or server created by this peer, will use PacketPeerDTLS instead of raw UDP sockets for communicating with the remote peer. This will make the communication encrypted with DTLS at the cost of higher resource usage and potentially larger packet size. Note: When creating a DTLS server, make sure you setup the key/certificate pair via setDtlsKey and setDtlsCertificate. For DTLS clients, have a look at the dtlsVerify option, and configure the certificate accordingly via setDtlsCertificate.

  1. bool useDtls [@property getter]
  2. bool useDtls [@property setter]
    struct NetworkedMultiplayerENet
    @nogc nothrow @property
    void
    useDtls
    (
    bool v
    )

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