#ifndef GODOT_CPP_MULTIPLAYERAPI_HPP #define GODOT_CPP_MULTIPLAYERAPI_HPP #include #include #include #include #include "Reference.hpp" namespace godot { class NetworkedMultiplayerPeer; class Node; class MultiplayerAPI : public Reference { struct ___method_bindings { godot_method_bind *mb__add_peer; godot_method_bind *mb__connected_to_server; godot_method_bind *mb__connection_failed; godot_method_bind *mb__del_peer; godot_method_bind *mb__server_disconnected; godot_method_bind *mb_clear; godot_method_bind *mb_get_network_connected_peers; godot_method_bind *mb_get_network_peer; godot_method_bind *mb_get_network_unique_id; godot_method_bind *mb_get_rpc_sender_id; godot_method_bind *mb_has_network_peer; godot_method_bind *mb_is_network_server; godot_method_bind *mb_is_object_decoding_allowed; godot_method_bind *mb_is_refusing_new_network_connections; godot_method_bind *mb_poll; godot_method_bind *mb_send_bytes; godot_method_bind *mb_set_allow_object_decoding; godot_method_bind *mb_set_network_peer; godot_method_bind *mb_set_refuse_new_network_connections; godot_method_bind *mb_set_root_node; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "MultiplayerAPI"; } static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; } // enums enum RPCMode { RPC_MODE_DISABLED = 0, RPC_MODE_REMOTE = 1, RPC_MODE_MASTER = 2, RPC_MODE_PUPPET = 3, RPC_MODE_SLAVE = 3, RPC_MODE_REMOTESYNC = 4, RPC_MODE_SYNC = 4, RPC_MODE_MASTERSYNC = 5, RPC_MODE_PUPPETSYNC = 6, }; // constants static MultiplayerAPI *_new(); // methods void _add_peer(const int64_t id); void _connected_to_server(); void _connection_failed(); void _del_peer(const int64_t id); void _server_disconnected(); void clear(); PoolIntArray get_network_connected_peers() const; Ref get_network_peer() const; int64_t get_network_unique_id() const; int64_t get_rpc_sender_id() const; bool has_network_peer() const; bool is_network_server() const; bool is_object_decoding_allowed() const; bool is_refusing_new_network_connections() const; void poll(); Error send_bytes(const PoolByteArray bytes, const int64_t id = 0, const int64_t mode = 2); void set_allow_object_decoding(const bool enable); void set_network_peer(const Ref peer); void set_refuse_new_network_connections(const bool refuse); void set_root_node(const Node *node); }; } #endif