open-strike-2/scenes/utils/menu.gd

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extends Control
# Autoload named Lobby
# These signals can be connected to by a UI lobby scene or the game scene.
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signal player_connected(peer_id, player_info)
signal player_disconnected(peer_id)
signal server_disconnected
const PORT = 7000
const DEFAULT_SERVER_IP = "127.0.0.1" # IPv4 localhost
const MAX_CONNECTIONS = 20
@onready var address_input: TextEdit = $TextEdit
var players = {}
var my_random_number = RandomNumberGenerator.new().randf_range(-2.0, 2.0)
var player_info = {"name": str(my_random_number)}
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var players_loaded = 0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
multiplayer.peer_connected.connect(_on_player_connected)
multiplayer.peer_disconnected.connect(_on_player_disconnected)
multiplayer.connected_to_server.connect(_on_connected_ok)
multiplayer.connection_failed.connect(_on_connected_fail)
multiplayer.server_disconnected.connect(_on_server_disconnected)
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var map_dir := DirAccess.open("res://scenes/maps/maps/")
if map_dir:
map_dir.list_dir_begin()
var file_name = map_dir.get_next()
while file_name != "":
$Maps.add_item(file_name)
file_name = map_dir.get_next()
func join_game(address = ""):
address = address_input.text
var peer = ENetMultiplayerPeer.new()
var error = peer.create_client(address, PORT)
if error:
return error
multiplayer.multiplayer_peer = peer
func create_game():
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var peer = ENetMultiplayerPeer.new()
var error = peer.create_server(PORT, MAX_CONNECTIONS)
if error:
return error
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multiplayer.multiplayer_peer = peer
players[1] = player_info
player_connected.emit(peer.get_unique_id(), player_info)
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func remove_multiplayer_peer():
multiplayer.multiplayer_peer = null
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# When the server decides to start the game from a UI scene,
# do Lobby.load_game.rpc(filepath)
@rpc("call_local", "reliable")
func load_game():
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var chosen_map_index = $Maps.get_selected_items()[0]
var chosen_map = $Maps.get_item_text(chosen_map_index)
print(chosen_map)
var path_tmpl := "res://scenes/maps/maps/%s"
var path := path_tmpl % chosen_map
get_tree().change_scene_to_file(path)
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# Every peer will call this when they have loaded the game scene.
@rpc("any_peer", "call_local", "reliable")
func player_loaded():
if multiplayer.is_server():
players_loaded += 1
players_loaded = players.size()
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if players_loaded == players.size():
#$/root/Game.start_game()
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players_loaded = 0
# When a peer connects, send them my player info.
# This allows transfer of all desired data for each player, not only the unique ID.
func _on_player_connected(id):
player_info = {"name": multiplayer.get_unique_id(), "health": 100}
_register_player.rpc_id(1, multiplayer.get_unique_id(), player_info)
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@rpc("any_peer", "reliable")
func _register_player(id: int, new_player_info):
var new_player_id: int = 1
if not multiplayer.is_server():
new_player_id = 1
else:
new_player_id = multiplayer.get_remote_sender_id()
players[id] = new_player_info
GameServerManager.players[id] = new_player_info
#player_info = {"name": str(multiplayer.get)}
player_connected.emit(id, new_player_info)
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func _on_player_disconnected(id):
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players.erase(id)
player_disconnected.emit(id)
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func _on_connected_ok():
var peer_id = multiplayer.get_unique_id()
players[peer_id] = player_info
player_connected.emit(peer_id, player_info)
func _on_connected_fail():
multiplayer.multiplayer_peer = null
func _on_server_disconnected():
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multiplayer.multiplayer_peer = null
players.clear()
server_disconnected.emit()
# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _on_host_pressed() -> void:
player_info = {"name": str(1), "health": 100}
_register_player(1, player_info)
create_game()
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func _on_join_pressed() -> void:
join_game()
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func _on_start_pressed() -> void:
load_game.rpc()
func _process(delta: float) -> void:
pass