use std::net::SocketAddr; use godot::prelude::*; mod ui; struct MyExtension; #[gdextension] unsafe impl ExtensionLibrary for MyExtension {} #[derive(GodotClass)] #[class(base=Node)] struct NetworkManager { base: Base, } pub const NETWORK_SINGLETON_NAME: &str = "NetworkManagerGlob"; #[godot_api] impl INode for NetworkManager { fn init(base: Base) -> Self { NetworkManager { base } } } impl NetworkManager { pub fn host(&mut self, port: u32) { godot_print!("Hosting server at {}", port); } pub fn join(&mut self, addr: SocketAddr) { godot_print!("Joining server at {:?}", addr); } }