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Question: What would be the best way to write a "pop_statistic" to a nakama relay server?
If you're using godot multiplayer the "standard" way, you will use a ENetMultiplayerPeer in an ENetConnection. With this you can create
func get_received_data():
var enet_connection = multiplayer.multiplayer_peer.host
var data_received = enet_connection.pop_statistic(ENetConnection.HOST_TOTAL_RECEIVED_DATA)
return data_received
func get_sent_data():
var enet_connection = multiplayer.multiplayer_peer.host
var data_sent = enet_connection.pop_statistic(ENetConnection.HOST_TOTAL_SENT_DATA)
return data_sent
and add on the _ready
of your main you can write:
func _ready():
Performance.add_custom_monitor("Network/Received Data", get_received_data)
Performance.add_custom_monitor("Network/Sent Data", get_sent_data)
to get received and sent bandwidth on the debugger profiler.
What would be the correct/best way to get something like this using NakamaMultiplayerBridge
. On multiplayer.multiplayer_peer
I have a NakamaMultiplayerPeer
which has a Packet
class inside of it. Getting the size of the last packet generated would be enough? (Maybe all that I'm writing here is bullshit - I'm new in game dev - , but if it is please let me know)