gdnative_python/examples/pong_multiplayer/lobby.gd

107 lines
3.0 KiB
GDScript

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