PacketPeer implementation using the ENet library.
    public class NetworkedMultiplayerENet : NetworkedMultiplayerPeer

A PacketPeer implementation that should be passed to SceneTree.NetworkPeer.set after being initialized as either a client or server. Events can then be handled by connecting to SceneTree signals.

Inheritance Chain

Constructors

    public NetworkedMultiplayerENet()

Properties

    public CompressionModeEnum CompressionMode { get; set; }

The compression method used for network packets. Default is no compression. These have different tradeoffs of compression speed versus bandwidth, you may need to test which one works best for your use case if you use compression at all.

Methods

    public void CloseConnection()

Closes the connection. Ignored if no connection is currently established. If this is a server it tries to notify all clients before forcibly disconnecting them. If this is a client it simply closes the connection to the server.

    public Error CreateClient(string ip, int port, int inBandwidth = 0, int outBandwidth = 0)

Create client that connects to a server at address ip using specified port. The given IP needs to be in IPv4 or IPv6 address format, for example: 192.168.1.1. The port is the port the server is listening on. The inBandwidth and outBandwidth 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 OK if a client was created, ERR_ALREADY_IN_USE if this NetworkedMultiplayerEnet instance already has an open connection (in which case you need to call CloseConnection() first) or ERR_CANT_CREATE if the client could not be created.

    public Error CreateServer(int port, int maxClients = 32, int inBandwidth = 0, int outBandwidth = 0)

Create server that listens to connections via port. The port needs to be an available, unused port between 0 and 65535. Note that ports below 1024 are privileged and may require elevated permissions depending on the platform. To change the interface the server listens on, use SetBindIp(string). The default IP is the wildcard *, which listens on all available interfaces. maxClients is the maximum number of clients that are allowed at once, any number up to 4096 may be used, although the achievable number of simultaneous clients may be far lower and depends on the application. For additional details on the bandwidth parameters, see CreateClient(string, int, int, int). Returns OK if a server was created, ERR_ALREADY_IN_USE if this NetworkedMultiplayerEnet instance already has an open connection (in which case you need to call CloseConnection() first) or ERR_CANT_CREATE if the server could not be created.

    public CompressionModeEnum GetCompressionMode()

Getter for CompressionMode

    public void SetBindIp(string ip)

The IP used when creating a server. This is set to the wildcard * by default, which binds to all available interfaces. The given IP needs to be in IPv4 or IPv6 address format, for example: 192.168.1.1.

    public void SetCompressionMode(CompressionModeEnum mode)

Setter for CompressionMode

Inner Types

CompressionModeEnum

Name Value Description
None 0 No compression.
RangeCoder 1 ENet’s buildin range encoding.
Fastlz 2 FastLZ compression.
Zlib 3 zlib compression.
Zstd 4 ZStandard compression.
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