Struct ENetConnection
pub struct ENetConnection { /* private fields */ }Expand description
Godot class ENetConnection.
Inherits RefCounted.
Related symbols:
enet_connection: sidecar module with related enum/flag typesIENetConnection: virtual methods
See also Godot docs for ENetConnection.
§Construction
This class is reference-counted. You can create a new instance using ENetConnection::new_gd().
§Godot docs
ENet’s purpose is to provide a relatively thin, simple and robust network communication layer on top of UDP (User Datagram Protocol).
Implementations§
§impl ENetConnection
impl ENetConnection
pub fn create_host_bound(
&mut self,
bind_address: impl AsArg<GString>,
bind_port: i32,
) -> Error
pub fn create_host_bound( &mut self, bind_address: impl AsArg<GString>, bind_port: i32, ) -> Error
To set the default parameters, use create_host_bound_ex and its builder methods. See the book for detailed usage instructions.
Creates an ENetHost bound to the given bind_address and bind_port that allows up to max_peers connected peers, each allocating up to max_channels channels, optionally limiting bandwidth to in_bandwidth and out_bandwidth (if greater than zero).
Note: It is necessary to create a host in both client and server in order to establish a connection.
pub fn create_host_bound_ex<'ex>(
&'ex mut self,
bind_address: impl AsArg<GString> + 'ex,
bind_port: i32,
) -> ExCreateHostBound<'ex>
pub fn create_host_bound_ex<'ex>( &'ex mut self, bind_address: impl AsArg<GString> + 'ex, bind_port: i32, ) -> ExCreateHostBound<'ex>
Creates an ENetHost bound to the given bind_address and bind_port that allows up to max_peers connected peers, each allocating up to max_channels channels, optionally limiting bandwidth to in_bandwidth and out_bandwidth (if greater than zero).
Note: It is necessary to create a host in both client and server in order to establish a connection.
pub fn create_host(&mut self) -> Error
pub fn create_host(&mut self) -> Error
To set the default parameters, use create_host_ex and its builder methods. See the book for detailed usage instructions.
Creates an ENetHost that allows up to max_peers connected peers, each allocating up to max_channels channels, optionally limiting bandwidth to in_bandwidth and out_bandwidth (if greater than zero).
This method binds a random available dynamic UDP port on the host machine at the unspecified address. Use create_host_bound to specify the address and port.
Note: It is necessary to create a host in both client and server in order to establish a connection.
pub fn create_host_ex<'ex>(&'ex mut self) -> ExCreateHost<'ex>
pub fn create_host_ex<'ex>(&'ex mut self) -> ExCreateHost<'ex>
Creates an ENetHost that allows up to max_peers connected peers, each allocating up to max_channels channels, optionally limiting bandwidth to in_bandwidth and out_bandwidth (if greater than zero).
This method binds a random available dynamic UDP port on the host machine at the unspecified address. Use create_host_bound to specify the address and port.
Note: It is necessary to create a host in both client and server in order to establish a connection.
pub fn destroy(&mut self)
pub fn destroy(&mut self)
Destroys the host and all resources associated with it.
pub fn connect_to_host(
&mut self,
address: impl AsArg<GString>,
port: i32,
) -> Option<Gd<ENetPacketPeer>>
pub fn connect_to_host( &mut self, address: impl AsArg<GString>, port: i32, ) -> Option<Gd<ENetPacketPeer>>
To set the default parameters, use connect_to_host_ex and its builder methods. See the book for detailed usage instructions.
Initiates a connection to a foreign address using the specified port and allocating the requested channels. Optional data can be passed during connection in the form of a 32 bit integer.
Note: You must call either create_host or create_host_bound on both ends before calling this method.
pub fn connect_to_host_ex<'ex>(
&'ex mut self,
address: impl AsArg<GString> + 'ex,
port: i32,
) -> ExConnectToHost<'ex>
pub fn connect_to_host_ex<'ex>( &'ex mut self, address: impl AsArg<GString> + 'ex, port: i32, ) -> ExConnectToHost<'ex>
Initiates a connection to a foreign address using the specified port and allocating the requested channels. Optional data can be passed during connection in the form of a 32 bit integer.
Note: You must call either create_host or create_host_bound on both ends before calling this method.
pub fn service(&mut self) -> Array<Variant>
pub fn service(&mut self) -> Array<Variant>
To set the default parameters, use service_ex and its builder methods. See the book for detailed usage instructions.
Waits for events on this connection and shuttles packets between the host and its peers, with the given timeout (in milliseconds). The returned Array will have 4 elements. An [enum EventType], the ENetPacketPeer which generated the event, the event associated data (if any), the event associated channel (if any). If the generated event is EventType::RECEIVE, the received packet will be queued to the associated ENetPacketPeer.
Call this function regularly to handle connections, disconnections, and to receive new packets.
Note: This method must be called on both ends involved in the event (sending and receiving hosts).
pub fn service_ex<'ex>(&'ex mut self) -> ExService<'ex>
pub fn service_ex<'ex>(&'ex mut self) -> ExService<'ex>
Waits for events on this connection and shuttles packets between the host and its peers, with the given timeout (in milliseconds). The returned Array will have 4 elements. An [enum EventType], the ENetPacketPeer which generated the event, the event associated data (if any), the event associated channel (if any). If the generated event is EventType::RECEIVE, the received packet will be queued to the associated ENetPacketPeer.
Call this function regularly to handle connections, disconnections, and to receive new packets.
Note: This method must be called on both ends involved in the event (sending and receiving hosts).
pub fn flush(&mut self)
pub fn flush(&mut self)
Sends any queued packets on the host specified to its designated peers.
pub fn bandwidth_limit(&mut self)
pub fn bandwidth_limit(&mut self)
To set the default parameters, use bandwidth_limit_ex and its builder methods. See the book for detailed usage instructions.
Adjusts the bandwidth limits of a host.
pub fn bandwidth_limit_ex<'ex>(&'ex mut self) -> ExBandwidthLimit<'ex>
pub fn bandwidth_limit_ex<'ex>(&'ex mut self) -> ExBandwidthLimit<'ex>
Adjusts the bandwidth limits of a host.
pub fn channel_limit(&mut self, limit: i32)
pub fn channel_limit(&mut self, limit: i32)
Limits the maximum allowed channels of future incoming connections.
pub fn broadcast(&mut self, channel: i32, packet: &PackedArray<u8>, flags: i32)
pub fn broadcast(&mut self, channel: i32, packet: &PackedArray<u8>, flags: i32)
Queues a packet to be sent to all peers associated with the host over the specified channel. See ENetPacketPeer FLAG_* constants for available packet flags.
pub fn compress(&mut self, mode: CompressionMode)
pub fn compress(&mut self, mode: CompressionMode)
Sets the compression method used for network packets. 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.
Note: Most games’ network design involve sending many small packets frequently (smaller than 4 KB each). If in doubt, it is recommended to keep the default compression algorithm as it works best on these small packets.
Note: The compression mode must be set to the same value on both the server and all its clients. Clients will fail to connect if the compression mode set on the client differs from the one set on the server.
pub fn dtls_server_setup(
&mut self,
server_options: impl AsArg<Option<Gd<TlsOptions>>>,
) -> Error
pub fn dtls_server_setup( &mut self, server_options: impl AsArg<Option<Gd<TlsOptions>>>, ) -> Error
Configure this ENetHost to use the custom Godot extension allowing DTLS encryption for ENet servers. Call this right after create_host_bound to have ENet expect peers to connect using DTLS. See server.
pub fn dtls_client_setup(&mut self, hostname: impl AsArg<GString>) -> Error
pub fn dtls_client_setup(&mut self, hostname: impl AsArg<GString>) -> Error
To set the default parameters, use dtls_client_setup_ex and its builder methods. See the book for detailed usage instructions.
Configure this ENetHost to use the custom Godot extension allowing DTLS encryption for ENet clients. Call this before connect_to_host to have ENet connect using DTLS validating the server certificate against hostname. You can pass the optional client_options parameter to customize the trusted certification authorities, or disable the common name verification. See client and client_unsafe.
pub fn dtls_client_setup_ex<'ex>(
&'ex mut self,
hostname: impl AsArg<GString> + 'ex,
) -> ExDtlsClientSetup<'ex>
pub fn dtls_client_setup_ex<'ex>( &'ex mut self, hostname: impl AsArg<GString> + 'ex, ) -> ExDtlsClientSetup<'ex>
Configure this ENetHost to use the custom Godot extension allowing DTLS encryption for ENet clients. Call this before connect_to_host to have ENet connect using DTLS validating the server certificate against hostname. You can pass the optional client_options parameter to customize the trusted certification authorities, or disable the common name verification. See client and client_unsafe.
pub fn refuse_new_connections(&mut self, refuse: bool)
pub fn refuse_new_connections(&mut self, refuse: bool)
Configures the DTLS server to automatically drop new connections.
Note: This method is only relevant after calling dtls_server_setup.
pub fn pop_statistic(&mut self, statistic: HostStatistic) -> f64
pub fn pop_statistic(&mut self, statistic: HostStatistic) -> f64
Returns and resets host statistics.
pub fn get_max_channels(&self) -> i32
pub fn get_max_channels(&self) -> i32
Returns the maximum number of channels allowed for connected peers.
pub fn get_local_port(&self) -> i32
pub fn get_local_port(&self) -> i32
Returns the local port to which this peer is bound.
pub fn get_peers(&self) -> Array<Gd<ENetPacketPeer>>
pub fn get_peers(&self) -> Array<Gd<ENetPacketPeer>>
Returns the list of peers associated with this host.
Note: This list might include some peers that are not fully connected or are still being disconnected.
pub fn socket_send(
&mut self,
destination_address: impl AsArg<GString>,
destination_port: i32,
packet: &PackedArray<u8>,
)
pub fn socket_send( &mut self, destination_address: impl AsArg<GString>, destination_port: i32, packet: &PackedArray<u8>, )
Sends a packet toward a destination from the address and port currently bound by this ENetConnection instance.
This is useful as it serves to establish entries in NAT routing tables on all devices between this bound instance and the public facing internet, allowing a prospective client’s connection packets to be routed backward through the NAT device(s) between the public internet and this host.
This requires forward knowledge of a prospective client’s address and communication port as seen by the public internet - after any NAT devices have handled their connection request. This information can be obtained by a STUN service, and must be handed off to your host by an entity that is not the prospective client. This will never work for a client behind a Symmetric NAT due to the nature of the Symmetric NAT routing algorithm, as their IP and Port cannot be known beforehand.
Methods from Deref<Target = RefCounted>§
pub fn get_reference_count(&self) -> i32
pub fn get_reference_count(&self) -> i32
Returns the current reference count.
Methods from Deref<Target = Object>§
pub fn get_script(&self) -> Option<Gd<Script>>
pub fn set_script(&mut self, script: impl AsArg<Option<Gd<Script>>>)
pub fn connect( &mut self, signal: impl AsArg<StringName>, callable: &Callable, ) -> Error
pub fn connect_flags( &mut self, signal: impl AsArg<StringName>, callable: &Callable, flags: ConnectFlags, ) -> Error
pub fn is_class(&self, class: impl AsArg<GString>) -> bool
pub fn is_class(&self, class: impl AsArg<GString>) -> bool
Returns true if the object inherits from the given class. See also get_class.
var sprite2d = Sprite2D.new()
sprite2d.is_class("Sprite2D") # Returns true
sprite2d.is_class("Node") # Returns true
sprite2d.is_class("Node3D") # Returns falseNote: This method ignores class_name declarations in the object’s script.
pub fn set(&mut self, property: impl AsArg<StringName>, value: &Variant)
pub fn set(&mut self, property: impl AsArg<StringName>, value: &Variant)
Assigns value to the given property. If the property does not exist or the given value’s type doesn’t match, nothing happens.
var node = Node2D.new()
node.set("global_scale", Vector2(8, 2.5))
print(node.global_scale) # Prints (8.0, 2.5)Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn get(&self, property: impl AsArg<StringName>) -> Variant
pub fn get(&self, property: impl AsArg<StringName>) -> Variant
Returns the Variant value of the given property. If the property does not exist, this method returns null.
var node = Node2D.new()
node.rotation = 1.5
var a = node.get("rotation") # a is 1.5Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn set_indexed(
&mut self,
property_path: impl AsArg<NodePath>,
value: &Variant,
)
pub fn set_indexed( &mut self, property_path: impl AsArg<NodePath>, value: &Variant, )
Assigns a new value to the property identified by the property_path. The path should be a NodePath relative to this object, and can use the colon character (:) to access nested properties.
var node = Node2D.new()
node.set_indexed("position", Vector2(42, 0))
node.set_indexed("position:y", -10)
print(node.position) # Prints (42.0, -10.0)Note: In C#, property_path must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn get_indexed(&self, property_path: impl AsArg<NodePath>) -> Variant
pub fn get_indexed(&self, property_path: impl AsArg<NodePath>) -> Variant
Gets the object’s property indexed by the given property_path. The path should be a NodePath relative to the current object and can use the colon character (:) to access nested properties.
Examples: "position:x" or "material:next_pass:blend_mode".
var node = Node2D.new()
node.position = Vector2(5, -10)
var a = node.get_indexed("position") # a is Vector2(5, -10)
var b = node.get_indexed("position:y") # b is -10Note: In C#, property_path must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
Note: This method does not support actual paths to nodes in the SceneTree, only sub-property paths. In the context of nodes, use get_node_and_resource instead.
pub fn get_property_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_property_list(&self) -> Array<Dictionary<Variant, Variant>>
Returns the object’s property list as an Array of dictionaries. Each Dictionary contains the following entries:
-
nameis the property’s name, as aString; -
class_nameis an emptyStringName, unless the property isVariantType::OBJECTand it inherits from a class; -
typeis the property’s type, as anint(see [enum Variant.Type]); -
hintis how the property is meant to be edited (see [enum PropertyHint]); -
hint_stringdepends on the hint (see [enum PropertyHint]); -
usageis a combination of [enum PropertyUsageFlags].
Note: In GDScript, all class members are treated as properties. In C# and GDExtension, it may be necessary to explicitly mark class members as Godot properties using decorators or attributes.
pub fn get_method_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_method_list(&self) -> Array<Dictionary<Variant, Variant>>
Returns this object’s methods and their signatures as an Array of dictionaries. Each Dictionary contains the following entries:
-
nameis the name of the method, as aString; -
argsis anArrayof dictionaries representing the arguments; -
default_argsis the default arguments as anArrayof variants; -
flagsis a combination of [enum MethodFlags]; -
idis the method’s internal identifierint; -
returnis the returned value, as aDictionary;
Note: The dictionaries of args and return are formatted identically to the results of get_property_list, although not all entries are used.
pub fn property_can_revert(&self, property: impl AsArg<StringName>) -> bool
pub fn property_can_revert(&self, property: impl AsArg<StringName>) -> bool
Returns true if the given property has a custom default value. Use property_get_revert to get the property’s default value.
Note: This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_can_revert] to customize the default value. If [method _property_can_revert] is not implemented, this method returns false.
pub fn property_get_revert(&self, property: impl AsArg<StringName>) -> Variant
pub fn property_get_revert(&self, property: impl AsArg<StringName>) -> Variant
Returns the custom default value of the given property. Use property_can_revert to check if the property has a custom default value.
Note: This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_get_revert] to customize the default value. If [method _property_get_revert] is not implemented, this method returns null.
pub fn set_meta(&mut self, name: impl AsArg<StringName>, value: &Variant)
pub fn set_meta(&mut self, name: impl AsArg<StringName>, value: &Variant)
Adds or changes the entry name inside the object’s metadata. The metadata value can be any Variant, although some types cannot be serialized correctly.
If value is null, the entry is removed. This is the equivalent of using remove_meta. See also has_meta and get_meta.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn remove_meta(&mut self, name: impl AsArg<StringName>)
pub fn remove_meta(&mut self, name: impl AsArg<StringName>)
Removes the given entry name from the object’s metadata. See also has_meta, get_meta and set_meta.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn get_meta(&self, name: impl AsArg<StringName>) -> Variant
pub fn get_meta(&self, name: impl AsArg<StringName>) -> Variant
To set the default parameters, use get_meta_ex and its builder methods. See the book for detailed usage instructions.
Returns the object’s metadata value for the given entry name. If the entry does not exist, returns default. If default is null, an error is also generated.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn get_meta_ex<'ex>(
&'ex self,
name: impl AsArg<StringName> + 'ex,
) -> ExGetMeta<'ex>
pub fn get_meta_ex<'ex>( &'ex self, name: impl AsArg<StringName> + 'ex, ) -> ExGetMeta<'ex>
Returns the object’s metadata value for the given entry name. If the entry does not exist, returns default. If default is null, an error is also generated.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn has_meta(&self, name: impl AsArg<StringName>) -> bool
pub fn has_meta(&self, name: impl AsArg<StringName>) -> bool
Returns true if a metadata entry is found with the given name. See also get_meta, set_meta and remove_meta.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn get_meta_list(&self) -> Array<StringName>
pub fn get_meta_list(&self) -> Array<StringName>
Returns the object’s metadata entry names as an Array of StringNames.
pub fn add_user_signal(&mut self, signal: impl AsArg<GString>)
pub fn add_user_signal(&mut self, signal: impl AsArg<GString>)
To set the default parameters, use add_user_signal_ex and its builder methods. See the book for detailed usage instructions.
Adds a user-defined signal named signal. Optional arguments for the signal can be added as an Array of dictionaries, each defining a name String and a type int (see [enum Variant.Type]). See also has_user_signal and remove_user_signal.
add_user_signal("hurt", [
{ "name": "damage", "type": TYPE_INT },
{ "name": "source", "type": TYPE_OBJECT }
])pub fn add_user_signal_ex<'ex>(
&'ex mut self,
signal: impl AsArg<GString> + 'ex,
) -> ExAddUserSignal<'ex>
pub fn add_user_signal_ex<'ex>( &'ex mut self, signal: impl AsArg<GString> + 'ex, ) -> ExAddUserSignal<'ex>
Adds a user-defined signal named signal. Optional arguments for the signal can be added as an Array of dictionaries, each defining a name String and a type int (see [enum Variant.Type]). See also has_user_signal and remove_user_signal.
add_user_signal("hurt", [
{ "name": "damage", "type": TYPE_INT },
{ "name": "source", "type": TYPE_OBJECT }
])pub fn has_user_signal(&self, signal: impl AsArg<StringName>) -> bool
pub fn has_user_signal(&self, signal: impl AsArg<StringName>) -> bool
Returns true if the given user-defined signal name exists. Only signals added with add_user_signal are included. See also remove_user_signal.
pub fn remove_user_signal(&mut self, signal: impl AsArg<StringName>)
pub fn remove_user_signal(&mut self, signal: impl AsArg<StringName>)
Removes the given user signal signal from the object. See also add_user_signal and has_user_signal.
pub fn emit_signal(
&mut self,
signal: impl AsArg<StringName>,
varargs: &[Variant],
) -> Error
pub fn emit_signal( &mut self, signal: impl AsArg<StringName>, varargs: &[Variant], ) -> Error
Emits the given signal by name. The signal must exist, so it should be a built-in signal of this class or one of its inherited classes, or a user-defined signal (see add_user_signal). This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
Returns Error::ERR_UNAVAILABLE if signal does not exist or the parameters are invalid.
emit_signal("hit", "sword", 100)
emit_signal("game_over")Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_emit_signal(
&mut self,
signal: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Error, CallError>
pub fn try_emit_signal( &mut self, signal: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Error, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn call(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Variant
pub fn call( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant
Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
var node = Node3D.new()
node.call("rotate", Vector3(1.0, 0.0, 0.0), 1.571)Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_call(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Variant, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn call_deferred(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Variant
pub fn call_deferred( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant
Calls the method on the object during idle time. Always returns null, not the method’s result.
Idle time happens mainly at the end of process and physics frames. In it, deferred calls will be run until there are none left, which means you can defer calls from other deferred calls and they’ll still be run in the current idle time cycle. This means you should not call a method deferred from itself (or from a method called by it), as this causes infinite recursion the same way as if you had called the method directly.
This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
var node = Node3D.new()
node.call_deferred("rotate", Vector3(1.0, 0.0, 0.0), 1.571)For methods that are deferred from the same thread, the order of execution at idle time is identical to the order in which call_deferred was called.
See also call_deferred.
Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
Note: If you’re looking to delay the function call by a frame, refer to the SceneTree.process_frame and SceneTree.physics_frame signals.
var node = Node3D.new()
# Make a Callable and bind the arguments to the node's rotate() call.
var callable = node.rotate.bind(Vector3(1.0, 0.0, 0.0), 1.571)
# Connect the callable to the process_frame signal, so it gets called in the next process frame.
# CONNECT_ONE_SHOT makes sure it only gets called once instead of every frame.
get_tree().process_frame.connect(callable, CONNECT_ONE_SHOT)§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_call_deferred(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call_deferred( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Variant, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn set_deferred(
&mut self,
property: impl AsArg<StringName>,
value: &Variant,
)
pub fn set_deferred( &mut self, property: impl AsArg<StringName>, value: &Variant, )
Assigns value to the given property, at the end of the current frame. This is equivalent to calling set through call_deferred.
var node = Node2D.new()
add_child(node)
node.rotation = 1.5
node.set_deferred("rotation", 3.0)
print(node.rotation) # Prints 1.5
await get_tree().process_frame
print(node.rotation) # Prints 3.0Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn callv(
&mut self,
method: impl AsArg<StringName>,
arg_array: &AnyArray,
) -> Variant
pub fn callv( &mut self, method: impl AsArg<StringName>, arg_array: &AnyArray, ) -> Variant
Calls the method on the object and returns the result. Unlike call, this method expects all parameters to be contained inside arg_array.
var node = Node3D.new()
node.callv("rotate", [Vector3(1.0, 0.0, 0.0), 1.571])Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
pub fn has_method(&self, method: impl AsArg<StringName>) -> bool
pub fn has_method(&self, method: impl AsArg<StringName>) -> bool
Returns true if the given method name exists in the object.
Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
pub fn get_method_argument_count(&self, method: impl AsArg<StringName>) -> i32
pub fn get_method_argument_count(&self, method: impl AsArg<StringName>) -> i32
Returns the number of arguments of the given method by name.
Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
pub fn has_signal(&self, signal: impl AsArg<StringName>) -> bool
pub fn has_signal(&self, signal: impl AsArg<StringName>) -> bool
Returns true if the given signal name exists in the object.
Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
pub fn get_signal_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_signal_list(&self) -> Array<Dictionary<Variant, Variant>>
Returns the list of existing signals as an Array of dictionaries.
Note: Due to the implementation, each Dictionary is formatted very similarly to the returned values of get_method_list.
pub fn get_signal_connection_list(
&self,
signal: impl AsArg<StringName>,
) -> Array<Dictionary<Variant, Variant>>
pub fn get_signal_connection_list( &self, signal: impl AsArg<StringName>, ) -> Array<Dictionary<Variant, Variant>>
Returns an Array of connections for the given signal name. Each connection is represented as a Dictionary that contains three entries:
pub fn get_incoming_connections(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_incoming_connections(&self) -> Array<Dictionary<Variant, Variant>>
Returns an Array of signal connections received by this object. Each connection is represented as a Dictionary that contains three entries:
pub fn disconnect(
&mut self,
signal: impl AsArg<StringName>,
callable: &Callable,
)
pub fn disconnect( &mut self, signal: impl AsArg<StringName>, callable: &Callable, )
Disconnects a signal by name from a given callable. If the connection does not exist, generates an error. Use is_connected to make sure that the connection exists.
pub fn is_connected(
&self,
signal: impl AsArg<StringName>,
callable: &Callable,
) -> bool
pub fn is_connected( &self, signal: impl AsArg<StringName>, callable: &Callable, ) -> bool
Returns true if a connection exists between the given signal name and callable.
Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
pub fn has_connections(&self, signal: impl AsArg<StringName>) -> bool
pub fn has_connections(&self, signal: impl AsArg<StringName>) -> bool
Returns true if any connection exists on the given signal name.
Note: In C#, signal must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
pub fn set_block_signals(&mut self, enable: bool)
pub fn set_block_signals(&mut self, enable: bool)
If set to true, the object becomes unable to emit signals. As such, emit_signal and signal connections will not work, until it is set to false.
pub fn is_blocking_signals(&self) -> bool
pub fn is_blocking_signals(&self) -> bool
Returns true if the object is blocking its signals from being emitted. See set_block_signals.
pub fn notify_property_list_changed(&mut self)
pub fn notify_property_list_changed(&mut self)
Emits the property_list_changed signal. This is mainly used to refresh the editor, so that the Inspector and editor plugins are properly updated.
pub fn set_message_translation(&mut self, enable: bool)
pub fn set_message_translation(&mut self, enable: bool)
If set to true, allows the object to translate messages with tr and tr_n. Enabled by default. See also can_translate_messages.
pub fn can_translate_messages(&self) -> bool
pub fn can_translate_messages(&self) -> bool
Returns true if the object is allowed to translate messages with tr and tr_n. See also set_message_translation.
pub fn tr(&self, message: impl AsArg<StringName>) -> GString
pub fn tr(&self, message: impl AsArg<StringName>) -> GString
To set the default parameters, use tr_ex and its builder methods. See the book for detailed usage instructions.
Translates a message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation. Note that most Control nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.
If can_translate_messages is false, or no translation is available, this method returns the message without changes. See set_message_translation.
For detailed examples, see Internationalizing games.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate.
pub fn tr_ex<'ex>(&'ex self, message: impl AsArg<StringName> + 'ex) -> ExTr<'ex>
pub fn tr_ex<'ex>(&'ex self, message: impl AsArg<StringName> + 'ex) -> ExTr<'ex>
Translates a message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation. Note that most Control nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.
If can_translate_messages is false, or no translation is available, this method returns the message without changes. See set_message_translation.
For detailed examples, see Internationalizing games.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate.
pub fn tr_n(
&self,
message: impl AsArg<StringName>,
plural_message: impl AsArg<StringName>,
n: i32,
) -> GString
pub fn tr_n( &self, message: impl AsArg<StringName>, plural_message: impl AsArg<StringName>, n: i32, ) -> GString
To set the default parameters, use tr_n_ex and its builder methods. See the book for detailed usage instructions.
Translates a message or plural_message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation.
If can_translate_messages is false, or no translation is available, this method returns message or plural_message, without changes. See set_message_translation.
The n is the number, or amount, of the message’s subject. It is used by the translation system to fetch the correct plural form for the current language.
For detailed examples, see Localization using gettext.
Note: Negative and float numbers may not properly apply to some countable subjects. It’s recommended to handle these cases with tr.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate_plural.
pub fn tr_n_ex<'ex>(
&'ex self,
message: impl AsArg<StringName> + 'ex,
plural_message: impl AsArg<StringName> + 'ex,
n: i32,
) -> ExTrN<'ex>
pub fn tr_n_ex<'ex>( &'ex self, message: impl AsArg<StringName> + 'ex, plural_message: impl AsArg<StringName> + 'ex, n: i32, ) -> ExTrN<'ex>
Translates a message or plural_message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation.
If can_translate_messages is false, or no translation is available, this method returns message or plural_message, without changes. See set_message_translation.
The n is the number, or amount, of the message’s subject. It is used by the translation system to fetch the correct plural form for the current language.
For detailed examples, see Localization using gettext.
Note: Negative and float numbers may not properly apply to some countable subjects. It’s recommended to handle these cases with tr.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate_plural.
pub fn get_translation_domain(&self) -> StringName
pub fn get_translation_domain(&self) -> StringName
Returns the name of the translation domain used by tr and tr_n. See also TranslationServer.
pub fn set_translation_domain(&mut self, domain: impl AsArg<StringName>)
pub fn set_translation_domain(&mut self, domain: impl AsArg<StringName>)
Sets the name of the translation domain used by tr and tr_n. See also TranslationServer.
pub fn is_queued_for_deletion(&self) -> bool
pub fn is_queued_for_deletion(&self) -> bool
Returns true if the queue_free method was called for the object.
pub fn cancel_free(&mut self)
pub fn cancel_free(&mut self)
If this method is called during ObjectNotification::PREDELETE, this object will reject being freed and will remain allocated. This is mostly an internal function used for error handling to avoid the user from freeing objects when they are not intended to.
pub fn notify(&mut self, what: ObjectNotification)
pub fn notify(&mut self, what: ObjectNotification)
⚠️ Sends a Godot notification to all classes inherited by the object.
Triggers calls to on_notification(), and depending on the notification, also to Godot’s lifecycle callbacks such as ready().
Starts from the highest ancestor (the Object class) and goes down the hierarchy.
See also Godot docs for Object::notification().
§Panics
If you call this method on a user-defined object while holding a GdRef or GdMut guard on the instance, you will encounter
a panic. The reason is that the receiving virtual method on_notification() acquires a GdMut lock dynamically, which must
be exclusive.
pub fn notify_reversed(&mut self, what: ObjectNotification)
pub fn notify_reversed(&mut self, what: ObjectNotification)
⚠️ Like Self::notify(), but starts at the most-derived class and goes up the hierarchy.
See docs of that method, including the panics.
Trait Implementations§
§impl Bounds for ENetConnection
impl Bounds for ENetConnection
§type Memory = MemRefCounted
type Memory = MemRefCounted
§type Declarer = DeclEngine
type Declarer = DeclEngine
§impl Debug for ENetConnection
impl Debug for ENetConnection
§impl Deref for ENetConnection
impl Deref for ENetConnection
§type Target = RefCounted
type Target = RefCounted
§fn deref(&self) -> &<ENetConnection as Deref>::Target
fn deref(&self) -> &<ENetConnection as Deref>::Target
§impl DerefMut for ENetConnection
impl DerefMut for ENetConnection
§fn deref_mut(&mut self) -> &mut <ENetConnection as Deref>::Target
fn deref_mut(&mut self) -> &mut <ENetConnection as Deref>::Target
§impl GodotClass for ENetConnection
impl GodotClass for ENetConnection
§const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene
const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene
§type Base = RefCounted
type Base = RefCounted
T. This is always a Godot engine class.§fn class_id() -> ClassId
fn class_id() -> ClassId
§fn inherits<Base>() -> boolwhere
Base: GodotClass,
fn inherits<Base>() -> boolwhere
Base: GodotClass,
§impl Inherits<Object> for ENetConnection
impl Inherits<Object> for ENetConnection
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<RefCounted> for ENetConnection
impl Inherits<RefCounted> for ENetConnection
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl WithSignals for ENetConnection
impl WithSignals for ENetConnection
§type SignalCollection<'c, C: WithSignals> = SignalsOfObject<'c, C>
type SignalCollection<'c, C: WithSignals> = SignalsOfObject<'c, C>
impl GodotDefault for ENetConnection
Auto Trait Implementations§
impl Freeze for ENetConnection
impl RefUnwindSafe for ENetConnection
impl !Send for ENetConnection
impl !Sync for ENetConnection
impl Unpin for ENetConnection
impl UnsafeUnpin for ENetConnection
impl UnwindSafe for ENetConnection
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
§impl<T> Inherits<T> for Twhere
T: GodotClass,
impl<T> Inherits<T> for Twhere
T: GodotClass,
§const IS_SAME_CLASS: bool = true
const IS_SAME_CLASS: bool = true
Self == Base. Read more