70 lines
2.2 KiB
GDScript3
70 lines
2.2 KiB
GDScript3
|
extends Node
|
||
|
class_name GameServer
|
||
|
|
||
|
@export var port: int = 27015
|
||
|
@export var player_limit: int = 30
|
||
|
@export var current_map: String = "lowpoly_tdm_2"
|
||
|
|
||
|
@export var current_player_data := PlayerData.new()
|
||
|
|
||
|
# -- This variable should store all the active players
|
||
|
var players: Dictionary = {}
|
||
|
|
||
|
func _ready() -> void:
|
||
|
multiplayer.peer_connected.connect(_on_player_connected)
|
||
|
multiplayer.peer_disconnected.connect(_on_player_disconnected)
|
||
|
multiplayer.connected_to_server.connect(_on_connected_to_server)
|
||
|
|
||
|
|
||
|
func _on_player_disconnected(id) -> void:
|
||
|
logger.info("player is disconnected with id: " + str(id))
|
||
|
|
||
|
|
||
|
func _on_player_connected(id) -> void:
|
||
|
if multiplayer.is_server():
|
||
|
logger.info("player is connected with id: " + str(id))
|
||
|
|
||
|
func _on_connected_to_server() -> void:
|
||
|
logger.info("connection is successful, sending info")
|
||
|
register_player.rpc_id(1, multiplayer.get_unique_id(), current_player_data.username)
|
||
|
|
||
|
func create_server(server_only: bool = false) -> Error:
|
||
|
var peer := ENetMultiplayerPeer.new()
|
||
|
logger.info("starting a server the port: " + str(port))
|
||
|
var err := peer.create_server(port, player_limit)
|
||
|
multiplayer.multiplayer_peer = peer
|
||
|
if err:
|
||
|
return err
|
||
|
if !server_only:
|
||
|
var player_data := PlayerData.new()
|
||
|
player_data.id = 1
|
||
|
logger.warning("TODO: player name is not yet implemented")
|
||
|
player_data.username = "dummy"
|
||
|
players[1] = player_data
|
||
|
return OK
|
||
|
|
||
|
func join_server(ip: String, port: int) -> Error:
|
||
|
var peer = ENetMultiplayerPeer.new()
|
||
|
logger.info("trying to connect to: " + ip + ":" + str(port))
|
||
|
var err = peer.create_client(ip, port)
|
||
|
if err != OK:
|
||
|
return err
|
||
|
multiplayer.multiplayer_peer = peer
|
||
|
return OK
|
||
|
|
||
|
@rpc("any_peer", "reliable", "call_remote")
|
||
|
func register_player(id: int, name: String):
|
||
|
if multiplayer.is_server():
|
||
|
logger.info("registering player: " + str(id))
|
||
|
var player_data := PlayerData.new()
|
||
|
player_data.id = id
|
||
|
player_data.username = name
|
||
|
players[multiplayer.get_remote_sender_id()] = player_data
|
||
|
logger.info("player " + str(id) + " is registered")
|
||
|
else:
|
||
|
logger.debug("register player is supposed to be executed on the server")
|
||
|
|
||
|
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||
|
func _process(delta: float) -> void:
|
||
|
pass
|