Up to date

This page is up to date for Godot 4.2. If you still find outdated information, please open an issue.

ENetMultiplayerPeer

Inherits: MultiplayerPeer < PacketPeer < RefCounted < Object

A MultiplayerPeer implementation using the ENet library.

Description

A MultiplayerPeer implementation that should be passed to MultiplayerAPI.multiplayer_peer after being initialized as either a client, server, or mesh. Events can then be handled by connecting to MultiplayerAPI signals. See ENetConnection for more information on the ENet library wrapper.

Note: ENet only uses UDP, not TCP. When forwarding the server port to make your server accessible on the public Internet, you only need to forward the server port in UDP. You can use the UPNP class to try to forward the server port automatically when starting the server.

Tutorials

Properties

ENetConnection

host

Methods

Error

add_mesh_peer ( int peer_id, ENetConnection host )

Error

create_client ( String address, int port, int channel_count=0, int in_bandwidth=0, int out_bandwidth=0, int local_port=0 )

Error

create_mesh ( int unique_id )

Error

create_server ( int port, int max_clients=32, int max_channels=0, int in_bandwidth=0, int out_bandwidth=0 )

ENetPacketPeer

get_peer ( int id ) const

void

set_bind_ip ( String ip )


Property Descriptions

ENetConnection host

The underlying ENetConnection created after create_client and create_server.


Method Descriptions

Error add_mesh_peer ( int peer_id, ENetConnection host )

Add a new remote peer with the given peer_id connected to the given host.

Note: The host must have exactly one peer in the ENetPacketPeer.STATE_CONNECTED state.


Error create_client ( String address, int port, int channel_count=0, int in_bandwidth=0, int out_bandwidth=0, int local_port=0 )

Create client that connects to a server at address using specified port. The given address needs to be either a fully qualified domain name (e.g. "www.example.com") or an IP address in IPv4 or IPv6 format (e.g. "192.168.1.1"). The port is the port the server is listening on. The channel_count parameter can be used to specify the number of ENet channels allocated for the connection. The in_bandwidth and out_bandwidth parameters can be used to limit the incoming and outgoing bandwidth to the given number of bytes per second. The default of 0 means unlimited bandwidth. Note that ENet will strategically drop packets on specific sides of a connection between peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth parameters also determine the window size of a connection which limits the amount of reliable packets that may be in transit at any given time. Returns @GlobalScope.OK if a client was created, @GlobalScope.ERR_ALREADY_IN_USE if this ENetMultiplayerPeer instance already has an open connection (in which case you need to call MultiplayerPeer.close first) or @GlobalScope.ERR_CANT_CREATE if the client could not be created. If local_port is specified, the client will also listen to the given port; this is useful for some NAT traversal techniques.


Error create_mesh ( int unique_id )

Initialize this MultiplayerPeer in mesh mode. The provided unique_id will be used as the local peer network unique ID once assigned as the