I used the code found in the manual on the Godot page.

netpeer=NetworkedMultiplayerENet.new()
netpeer.create_server(listenPort, maximumPlayers)
get_tree().set_network_peer(netpeer)
get_tree().set_meta("netpeer", netpeer)

It gave me a !host was true error, and said it cannot create the server. Why is the boolean host marked as false? What can I do to legally make it true?

What port are you using? Is it between 0 and 65535? Also, are you sure nothing is already using the port you are trying to use?

I have not really used the networking stuff that much, only in one prototype/test project, but I would guess something is wrong with the port. Though I'm not totally sure, since based on code that throws the error on Github (line 106), it may be something else entirely. It seems the error is caused when Enet cannot create the host, but looking at the code, it is hard to tell why it is not working.

I tested on ports 8181, 8183, 9155 The problem persisited. I then compiled the github godot and same problem. I'm using Ubuntu 18.04 with kernel 4.14. Also I have a wireless lan card if that means anything.

Hmm, strange. Have you tried one of the networking demos from the Godot demo repository? If they do not work, then it is likely a engine bug (maybe it was not caught before Godot 3 came out?) and I would recommend opening a issue on the Godot GitHub repository.

I downloaded and looked at the pong multiplayer demo from Godot. I tried using the port found in that file and it failed. Then I decided to try and roll back the number of players. That worked! I probed Godot and it seems that it will not allow more than 4000 peers. Next I will try putting compression setting on it like seen in the pong demo, then try higher number of peers.

4 years later