class_name NetTransport extends RefCounted # Narrow construction boundary for Godot's MultiplayerPeer implementations. # NetworkManager owns polling, RPC policy, and lifecycle; a transport only # creates a peer. Keeping that split means ENet remains a first-class path # while Steam can use SDR without duplicating the rest of the networking code. func transport_id() -> String: return "" func is_available() -> bool: return false func unavailable_reason() -> String: return "transport is unavailable" func create_server(_port: int, _max_clients: int) -> Dictionary: return {"error": ERR_UNAVAILABLE, "peer": null, "reason": unavailable_reason()} func create_client(_address: String, _port: int) -> Dictionary: return {"error": ERR_UNAVAILABLE, "peer": null, "reason": unavailable_reason()}