open-strike-2/scripts/game_server_manager.gd

77 lines
2.2 KiB
GDScript

extends Node
var players = {}
var current_map: String = ""
var local_player_health = 0
var player_state_global: PlayerState = PlayerState.new()
# Called when the node enters the scene tree for the first time.
@rpc("reliable", "call_local")
func get_player_health(id: int) -> int:
return players.get(id)["health"]
func _on_connected_ok():
var player_state := PlayerState.new()
register_player.rpc_id(1, multiplayer.get_unique_id(), player_state_global.name)
@rpc("any_peer", "reliable", "call_remote")
func register_player(id: int, name: String):
var player_state := PlayerState.new()
player_state.id = id
player_state.name = name
players[multiplayer.get_remote_sender_id()] = player_state
func _on_player_connected(id):
pass
#if multiplayer.is_server():
#GameServerManager.load_map.rpc_id(id, GameServerManager.current_map)
func _ready() -> void:
multiplayer.peer_connected.connect(_on_player_connected)
multiplayer.connected_to_server.connect(_on_connected_ok)
print("started")
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func set_map(name: String):
current_map = name
func create_server(player_data: PlayerManager) -> Error:
var peer = ENetMultiplayerPeer.new()
var err = peer.create_server(27015, 30)
if err:
return err
multiplayer.multiplayer_peer = peer
if DisplayServer.get_name() != "headless":
var player_state := PlayerState.new()
player_state.id = 1
player_state.name = player_data.name
players[1] = player_state
return OK
func join_server(player_data: PlayerManager, ip: String, port: int) -> Error:
var peer = ENetMultiplayerPeer.new()
var err = peer.create_client("127.0.0.1", 27015)
if err != OK:
return err
player_state_global.id = multiplayer.get_remote_sender_id()
player_state_global.name = player_data.name
multiplayer.multiplayer_peer = peer
register_player.rpc_id(1, player_state_global)
return OK
@rpc("authority", "call_remote")
func load_map(map: String):
get_tree().change_scene_to_file(map)
func request_data_from_client(id: int):
send_data_to_server.rpc_id(id)
@rpc("any_peer", "call_remote")
func send_data_to_server():
pass