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This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
A stream peer that handles TCP connections.
A stream peer that handles TCP connections. This object can be used to connect to TCP servers, or also is returned by a TCP server.
Note: When exporting to Android, make sure to enable the
INTERNET permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
get_connected_host ( ) const
get_connected_port ( ) const
get_local_port ( ) const
get_status ( ) const
poll ( )
Status STATUS_NONE =
The initial status of the StreamPeerTCP. This is also the status after disconnecting.
Status STATUS_CONNECTING =
A status representing a StreamPeerTCP that is connecting to a host.
Status STATUS_CONNECTED =
A status representing a StreamPeerTCP that is connected to a host.
Status STATUS_ERROR =
A status representing a StreamPeerTCP in error state.
Opens the TCP socket, and binds it to the specified local address.
This method is generally not needed, and only used to force the subsequent call to connect_to_host to use the specified
port as source address. This can be desired in some NAT punchthrough techniques, or when forcing the source network interface.
Connects to the specified
host:port pair. A hostname will be resolved if valid. Returns @GlobalScope.OK on success.
void disconnect_from_host ( )
Disconnects from host.
String get_connected_host ( ) const
Returns the IP of this peer.
int get_connected_port ( ) const
Returns the port of this peer.
int get_local_port ( ) const
Returns the local port to which this peer is bound.
Status get_status ( ) const
Returns the status of the connection, see Status.