Godot: no "IP" argument for Networking API

Created on 22 Aug 2016  Â·  7Comments  Â·  Source: godotengine/godot

There is no option to set IP in create_server in NetworkedMultiplayerPeer.
https://github.com/godotengine/godot/blob/master/modules/enet/networked_multiplayer_enet.h#L79

I've worked as sysadmin and servers with mutiple IPs (often FailOver IPs that can be rerouted to another server in matter of seconds) are really common.

And then comes this software than doesn't give you option to choose IP and screws your whole server....

enhancement core

Most helpful comment

It does. It's even mentioned in their official tutorial:

/* A specific host address can be specified by   */
/* enet_address_set_host (& address, "x.x.x.x"); */

All 7 comments

NetworkedMultiplayerENet wraps around ENet, which has no option for this as
far as I know. We will not modify ENet, so we can keep it up to date.
If you want to add it optionally for TCPServer feel free to do it and send
a PR.

On Mon, Aug 22, 2016 at 6:52 PM, Hubert Jarosz [email protected]
wrote:

Seems TCP_server has the same bug - http://docs.godotengine.org/
en/latest/classes/class_tcp_server.html?highlight=tcp

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It does. It's even mentioned in their official tutorial:

/* A specific host address can be specified by   */
/* enet_address_set_host (& address, "x.x.x.x"); */

@Marqin Given that TCP_Server accepts a list of _accepted hosts_ in listen(), I think it is possible to tell it exactly which IP to use :wink:

@reduz I've made PR to Godot and Godot-demos that adds IP argument for create_server.

I've checked it and it's working on OS X (binding on right IP, or on all when "0.0.0.0" provided).

@bojidar-bg according to docs that argument is whitelist of IP's that can connect to this server.

Fixed by #6303.

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