149 lines
4.2 KiB
GDScript

extends Control
@onready var lobby_container = $VBoxContainer
var current_players = {}
# 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)
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
var labels : Array[Label] = []
if current_players != ServerManager.Players:
for player in ServerManager.Players:
print("adding a player")
var label = Label.new()
label.text = str(player)
labels.push_back(label)
for label in labels:
print(label)
lobby_container.add_child(label)
current_players = ServerManager.Players
pass
var peer = ENetMultiplayerPeer.new()
signal player_connected(peer_id, player_info)
signal player_disconnected(peer_id)
signal server_disconnected
const MAX_CONNECTIONS = 20
var players_loaded = 0
var player_info = {"name": "Name"}
#var players = {}
# Create a server instance here
func _on_host_pressed() -> void:
var PORT = $PublishPort.text
var SERVER_IP = $HostToJoin
var peer = ENetMultiplayerPeer.new()
var error = peer.create_server(int(PORT), MAX_CONNECTIONS)
if error:
print(error)
if "--server" in OS.get_cmdline_user_args():
print("headless")
multiplayer.get_unique_id()
ServerManager.Players[multiplayer.get_unique_id()] = {"name": "host"}
start_game()
#else:
#multiplayer.multiplayer_peer = peer
#send_player_information.rpc("main", multiplayer.get_unique_id())
#ServerManager.Players[1] = player_info
#play er_connected.emit(1, player_info)
return
func remove_multiplayer_peer():
multiplayer.multiplayer_peer = null
# 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(game_scene_path):
get_tree().change_scene_to_file("res://scenes/maps/el_test.tscn")
# 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
if players_loaded == ServerManager.players.size():
players_loaded = 0
func _on_join_pressed() -> void:
var address = '127.0.0.1'
var peer = ENetMultiplayerPeer.new()
var PORT = $PublishPort.text
var error = peer.create_client(address, int(PORT))
if error:
print(error)
multiplayer.multiplayer_peer = peer
ServerManager.add_player.rpc_id(1, multiplayer.get_unique_id(), "test")
start_game()
#send_player_information.rpc_id(1, "test", multiplayer.get_unique_id())
func _on_player_connected(id: Variant, player_info: Variant) -> void:
print_debug("a player is trying to connect")
@rpc("any_peer", "reliable")
func _register_player(new_player_info):
pass
#var new_player_id = multiplayer.get_remote_sender_id()
#players[new_player_id] = new_player_info
#player_connected.emit(new_player_id, new_player_info)
func _on_player_disconnected(id: Variant) -> void:
pass
ServerManager.Players.erase(id)
player_disconnected.emit(id)
func _on_connected_ok():
var peer_id = multiplayer.get_unique_id()
#ServerManager.players[peer_id] = player_info
player_connected.emit(peer_id, player_info)
func _on_connected_fail():
multiplayer.multiplayer_peer = null
func _on_server_disconnected() -> void:
multiplayer.multiplayer_peer = null
ServerManager.Players.clear()
server_disconnected.emit()
@rpc("call_local", "any_peer")
func send_player_information(name, id):
if !ServerManager.Players.has(id):
print(name)
ServerManager.Players[id] = {
"name": name,
"id": id,
"score": 0
}
if multiplayer.is_server():
for i in ServerManager.Players:
send_player_information.rpc(ServerManager.Players[i], name, i)
@rpc("call_local", "reliable", "any_peer")
func start_game():
print("test")
if multiplayer.is_server():
get_tree().change_scene_to_file("res://scenes/maps/el_test.tscn")
func _on_start_pressed() -> void:
start_game.rpc()