Function NetworkedMultiplayerENet.createClient
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 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 constant OK
if a client was created, constant ERR_ALREADY_IN_USE
if this NetworkedMultiplayerENet instance already has an open connection (in which case you need to call closeConnection
first) or constant ERR_CANT_CREATE
if the client could not be created. If client_port
is specified, the client will also listen to the given port; this is useful for some NAT traversal techniques.
godot .core .defs .GodotError createClient
(
const(String) address,
const(long) port,
const(long) in_bandwidth = 0L,
const(long) out_bandwidth = 0L,
const(long) client_port = 0L
) nothrow @nogc;