First lobby implementation
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@ -3,6 +3,11 @@ extends Control
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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multiplayer.peer_connected.connect(_on_player_connected)
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multiplayer.peer_disconnected.connect(_on_player_disconnected)
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multiplayer.connected_to_server.connect(_on_connected_ok)
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multiplayer.connection_failed.connect(_on_connected_fail)
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multiplayer.server_disconnected.connect(_on_server_disconnected)
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pass # Replace with function body.
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@ -12,11 +17,93 @@ func _process(delta: float) -> void:
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var peer = ENetMultiplayerPeer.new()
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signal player_connected(peer_id, player_info)
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signal player_disconnected(peer_id)
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signal server_disconnected
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const PORT = 7000
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const DEFAULT_SERVER_IP = "127.0.0.1" # IPv4 localhost
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const MAX_CONNECTIONS = 20
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var players_loaded = 0
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var player_info = {"name": "Name"}
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var players = {}
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func _on_host_pressed() -> void:
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get_tree().change_scene_to_file("res://scenes/maps/el_test.tscn")
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var peer = ENetMultiplayerPeer.new()
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var error = peer.create_server(PORT, MAX_CONNECTIONS)
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if error:
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print(error)
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multiplayer.multiplayer_peer = peer
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players[1] = player_info
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player_connected.emit(1, player_info)
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func remove_multiplayer_peer():
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multiplayer.multiplayer_peer = null
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# When the server decides to start the game from a UI scene,
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# do Lobby.load_game.rpc(filepath)
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@rpc("call_local", "reliable")
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func load_game(game_scene_path):
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get_tree().change_scene_to_file("res://scenes/maps/el_test.tscn")
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# Every peer will call this when they have loaded the game scene.
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@rpc("any_peer", "call_local", "reliable")
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func player_loaded():
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if multiplayer.is_server():
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players_loaded += 1
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if players_loaded == players.size():
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players_loaded = 0
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func _on_join_pressed() -> void:
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print("join")
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var address = '127.0.0.1'
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var peer = ENetMultiplayerPeer.new()
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var error = peer.create_client(address, PORT)
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if error:
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print(error)
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multiplayer.multiplayer_peer = peer
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func _on_player_connected(id: Variant, player_info: Variant) -> void:
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print(player_info)
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_register_player.rpc_id(id, player_info)
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@rpc("any_peer", "reliable")
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func _register_player(new_player_info):
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var new_player_id = multiplayer.get_remote_sender_id()
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players[new_player_id] = new_player_info
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player_connected.emit(new_player_id, new_player_info)
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func _on_player_disconnected(id: Variant) -> void:
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pass
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players.erase(id)
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player_disconnected.emit(id)
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func _on_connected_ok():
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var peer_id = multiplayer.get_unique_id()
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players[peer_id] = player_info
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player_connected.emit(peer_id, player_info)
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func _on_connected_fail():
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multiplayer.multiplayer_peer = null
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func _on_server_disconnected() -> void:
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multiplayer.multiplayer_peer = null
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players.clear()
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server_disconnected.emit()
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@rpc("call_local", "reliable", "any_peer")
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func start_game():
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get_tree().change_scene_to_file("res://scenes/maps/el_test.tscn")
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func _on_start_pressed() -> void:
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start_game.rpc()
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