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")