[MP] Let MultiplayerAPI handle packet relaying and peer signaling.
MultiplayerPeer changes: - Adds is_server_relay_supported virtual method Informs the upper MultiplayerAPI layer if it can signal peers connected to the server to other clients, and perform packet relaying among them. - Adds get_packet_channel and get_packet_mode virtual methods Allows the MultiplayerAPI to retrieve the channel and transfer modes to use when relaying the last received packet. SceneMultiplayerPeer changes: - Implement peer signaling and packet relaying when the MultiplayerPeer advertise they are supported. ENet, WebRTC, WebSocket changes: - Removed custom code for relaying from WebSocket and ENet, and let it be handled by the upper layer. - Update WebRTC to split create_client, create_server, and create_mesh, with the latter behaving like the old initialize with "server_compatibility = false", and the first two supporting the upper layer relaying protocol.
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@ -25,10 +25,22 @@
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Returns the current state of the connection. See [enum ConnectionStatus].
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</description>
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</method>
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<method name="get_packet_channel" qualifiers="const">
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<return type="int" />
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<description>
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Returns the channel over which the next available packet was received. See [method PacketPeer.get_available_packet_count].
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</description>
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</method>
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<method name="get_packet_mode" qualifiers="const">
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<return type="int" enum="MultiplayerPeer.TransferMode" />
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<description>
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Returns the [enum MultiplayerPeer.TransferMode] the remote peer used to send the next available packet. See [method PacketPeer.get_available_packet_count].
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</description>
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</method>
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<method name="get_packet_peer" qualifiers="const">
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<return type="int" />
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<description>
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Returns the ID of the [MultiplayerPeer] who sent the most recent packet.
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Returns the ID of the [MultiplayerPeer] who sent the next available packet. See [method PacketPeer.get_available_packet_count].
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</description>
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</method>
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<method name="get_unique_id" qualifiers="const">
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@ -37,6 +49,12 @@
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Returns the ID of this [MultiplayerPeer].
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</description>
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</method>
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<method name="is_server_relay_supported" qualifiers="const">
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<return type="bool" />
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<description>
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Returns true if the server can act as a relay in the current configuration (i.e. if the higher level [MultiplayerAPI] should notify connected clients of other peers, and implement a relay protocol to allow communication between them).
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</description>
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</method>
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<method name="poll">
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<return type="void" />
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<description>
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