103 lines
3.0 KiB
GDScript
103 lines
3.0 KiB
GDScript
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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