mirror of
https://github.com/Relintai/gdnative_python.git
synced 2024-11-14 10:27:22 +01:00
107 lines
3.0 KiB
GDScript3
107 lines
3.0 KiB
GDScript3
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extends Control
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const DEFAULT_PORT = 8910 # some random number, pick your port properly
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#### Network callbacks from SceneTree ####
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# callback from SceneTree
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func _player_connected(id):
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#someone connected, start the game!
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var pong = load("res://pong.tscn").instance()
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pong.connect("game_finished",self,"_end_game",[],CONNECT_DEFERRED) # connect deferred so we can safely erase it from the callback
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get_tree().get_root().add_child(pong)
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hide()
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func _player_disconnected(id):
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if (get_tree().is_network_server()):
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_end_game("Client disconnected")
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else:
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_end_game("Server disconnected")
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# callback from SceneTree, only for clients (not server)
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func _connected_ok():
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# will not use this one
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pass
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# callback from SceneTree, only for clients (not server)
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func _connected_fail():
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_set_status("Couldn't connect",false)
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get_tree().set_network_peer(null) #remove peer
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get_node("panel/join").set_disabled(false)
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get_node("panel/host").set_disabled(false)
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func _server_disconnected():
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_end_game("Server disconnected")
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##### Game creation functions ######
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func _end_game(with_error=""):
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if (has_node("/root/pong")):
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#erase pong scene
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get_node("/root/pong").free() # erase immediately, otherwise network might show errors (this is why we connected deferred above)
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show()
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get_tree().set_network_peer(null) #remove peer
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get_node("panel/join").set_disabled(false)
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get_node("panel/host").set_disabled(false)
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_set_status(with_error,false)
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func _set_status(text,isok):
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#simple way to show status
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if (isok):
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get_node("panel/status_ok").set_text(text)
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get_node("panel/status_fail").set_text("")
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else:
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get_node("panel/status_ok").set_text("")
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get_node("panel/status_fail").set_text(text)
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func _on_host_pressed():
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var host = NetworkedMultiplayerENet.new()
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host.set_compression_mode(NetworkedMultiplayerENet.COMPRESS_RANGE_CODER)
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var err = host.create_server(DEFAULT_PORT,1) # max: 1 peer, since it's a 2 players game
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if (err!=OK):
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#is another server running?
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_set_status("Can't host, address in use.",false)
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return
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get_tree().set_network_peer(host)
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get_node("panel/join").set_disabled(true)
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get_node("panel/host").set_disabled(true)
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_set_status("Waiting for player..",true)
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func _on_join_pressed():
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var ip = get_node("panel/address").get_text()
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if (not ip.is_valid_ip_address()):
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_set_status("IP address is invalid",false)
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return
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var host = NetworkedMultiplayerENet.new()
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host.set_compression_mode(NetworkedMultiplayerENet.COMPRESS_RANGE_CODER)
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host.create_client(ip,DEFAULT_PORT)
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get_tree().set_network_peer(host)
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_set_status("Connecting..",true)
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### INITIALIZER ####
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func _ready():
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# connect all the callbacks related to networking
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get_tree().connect("network_peer_connected",self,"_player_connected")
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get_tree().connect("network_peer_disconnected",self,"_player_disconnected")
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get_tree().connect("connected_to_server",self,"_connected_ok")
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get_tree().connect("connection_failed",self,"_connected_fail")
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get_tree().connect("server_disconnected",self,"_server_disconnected")
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