You can add each WebRTCPeerConnection via add_peer or remove them via remove_peer. Peers must be added in WebRTCPeerConnection.STATE_NEW state to allow it to create the appropriate channels. This class will not create offers nor set descriptions, it will only poll them, and notify connections and disconnections.
NetworkedMultiplayerPeer.connection_succeeded and NetworkedMultiplayerPeer.server_disconnected will not be emitted unless
true in initialize. Beside that data transfer works like in a NetworkedMultiplayerPeer.
|Error||add_peer ( WebRTCPeerConnection peer, int peer_id, int unreliable_lifetime=1 )|
|void||close ( )|
|Dictionary||get_peer ( int peer_id )|
|Dictionary||get_peers ( )|
|bool||has_peer ( int peer_id )|
|Error||initialize ( int peer_id, bool server_compatibility=false )|
|void||remove_peer ( int peer_id )|
Three channels will be created for reliable, unreliable, and ordered transport. The value of
unreliable_lifetime will be passed to the
maxPacketLifetime option when creating unreliable and ordered channels (see WebRTCPeerConnection.create_data_channel).
- void close ( )
Close all the add peer connections and channels, freeing all resources.
Return a dictionary representation of the peer with given
peer_id with three keys.
connection containing the WebRTCPeerConnection to this peer,
channels an array of three WebRTCDataChannel, and
connected a boolean representing if the peer connection is currently connected (all three channels are open).
- Dictionary get_peers ( )
Returns a dictionary which keys are the peer ids and values the peer representation as in get_peer.
true if the given
peer_id is in the peers map (it might not be connected though).
Initialize the multiplayer peer with the given
peer_id (must be between 1 and 2147483647).
false (default), the multiplayer peer will be immediately in state NetworkedMultiplayerPeer.CONNECTION_CONNECTED and NetworkedMultiplayerPeer.connection_succeeded will not be emitted.
true the peer will suppress all NetworkedMultiplayerPeer.peer_connected signals until a peer with id NetworkedMultiplayerPeer.TARGET_PEER_SERVER connects and then emit NetworkedMultiplayerPeer.connection_succeeded. After that the signal NetworkedMultiplayerPeer.peer_connected will be emitted for every already connected peer, and any new peer that might connect. If the server peer disconnects after that, signal NetworkedMultiplayerPeer.server_disconnected will be emitted and state will become NetworkedMultiplayerPeer.CONNECTION_CONNECTED.
- void remove_peer ( int peer_id )
Remove the peer with given
peer_id from the mesh. If the peer was connected, and NetworkedMultiplayerPeer.peer_connected was emitted for it, then NetworkedMultiplayerPeer.peer_disconnected will be emitted.