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Implement get_peer_[address|port] in ENet/WSServer
Also implement get_connected_host and get_connected_port in WebSocketPeer (not supported in HTML5 due to browser limitation). Add shorthand disconnect_peer(id) for get_peer(id)->close() like in ENet to WebSocketServer.
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@@ -674,7 +674,35 @@ void NetworkedMultiplayerENet::_setup_compressor() {
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void NetworkedMultiplayerENet::enet_compressor_destroy(void *context) {
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//do none
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// Nothing to do
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}
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IP_Address NetworkedMultiplayerENet::get_peer_address(int p_peer_id) const {
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ERR_FAIL_COND_V(!peer_map.has(p_peer_id), IP_Address());
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ERR_FAIL_COND_V(!is_server() && p_peer_id != 1, IP_Address());
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ERR_FAIL_COND_V(peer_map[p_peer_id] == NULL, IP_Address());
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IP_Address out;
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#ifdef GODOT_ENET
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out.set_ipv6((uint8_t *)&(peer_map[p_peer_id]->address.host));
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#else
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out.set_ipv4((uint8_t *)&(peer_map[p_peer_id]->address.host));
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#endif
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return out;
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}
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int NetworkedMultiplayerENet::get_peer_port(int p_peer_id) const {
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ERR_FAIL_COND_V(!peer_map.has(p_peer_id), 0);
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ERR_FAIL_COND_V(!is_server() && p_peer_id != 1, 0);
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ERR_FAIL_COND_V(peer_map[p_peer_id] == NULL, 0);
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#ifdef GODOT_ENET
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return peer_map[p_peer_id]->address.port;
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#else
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return peer_map[p_peer_id]->address.port;
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#endif
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}
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void NetworkedMultiplayerENet::_bind_methods() {
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@@ -686,6 +714,8 @@ void NetworkedMultiplayerENet::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_compression_mode", "mode"), &NetworkedMultiplayerENet::set_compression_mode);
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ClassDB::bind_method(D_METHOD("get_compression_mode"), &NetworkedMultiplayerENet::get_compression_mode);
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ClassDB::bind_method(D_METHOD("set_bind_ip", "ip"), &NetworkedMultiplayerENet::set_bind_ip);
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ClassDB::bind_method(D_METHOD("get_peer_address"), &NetworkedMultiplayerENet::get_peer_address);
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ClassDB::bind_method(D_METHOD("get_peer_port"), &NetworkedMultiplayerENet::get_peer_port);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "compression_mode", PROPERTY_HINT_ENUM, "None,Range Coder,FastLZ,ZLib,ZStd"), "set_compression_mode", "get_compression_mode");
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