godot/core/io/networked_multiplayer_peer.cpp
Rémi Verschelde 3890256fc5 Style: Cleanups, added headers, renamed files
Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.

Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
2017-01-16 08:04:23 +01:00

70 lines
3.6 KiB
C++

/*************************************************************************/
/* 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() {
}