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Boat-Battle/godot_ship/script/network/Net.gd

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GDScript3
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extends Node
const DEFAULT_PORT = 35879
const LOCALHOST = "127.0.0.1"
signal incoming
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# Let's pretend this is actually passed from send to receive
class Mail:
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# Sender address
var from:int
var message
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var type:int
enum {FROM, MESSAGE, TYPE}
enum {REPLY, REQUEST}
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# Store peer info in a dictionary, by player ID
var peer_info = {}
# Store this player's hostname
var local_info = {"hostname": ""}
var connected = false
var hosting = false
# FIFO queue of Mails
var inbox = []
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# Network -- handles server and client setup, and facilitates communication between the two
# receive: Called when an incoming message is received
# item: The message received from the sender
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sync func receive(mail):
# Get the sender's ID and force letter to be properly addressed
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mail[0] = get_tree().get_rpc_sender_id()
# Add the mail to the inbox (so it can be read back later if necessary
inbox.append(mail)
# Sent it off to anything that expects mail
emit_signal("incoming", mail)
# send: Called when sending a message
# id: Peer ID of the recipient
# mail: Variant of a json-encodable type (non-Object) to send
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func send(id, mail):
# Make the recipient receive the mail
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rpc_id(id, "receive", to_json(mail))
# start_host: Host the game
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# port: TCP port
# max_players: Largest number of players allowed to connect at a time
func start_host(port = DEFAULT_PORT, max_players = 2):
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get_hostname()
peer_info[1] = local_info
var peer = NetworkedMultiplayerENet.new()
peer.create_server(port, max_players)
get_tree().network_peer = peer
connected = true
hosting = true
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return
# connect_host: Connect to a host
func connect_host(ip = LOCALHOST, port = DEFAULT_PORT):
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get_hostname()
var peer = NetworkedMultiplayerENet.new()
peer.create_client(ip, port)
get_tree().network_peer = peer
# disconnect_host
func disconnect_host():
# Set state to disconnected
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connected = false
hosting = false
# Attempt disconnection
if get_tree().network_peer:
get_tree().network_peer.close_connection()
# Disconnect
get_tree().network_peer = null
# Clear peer info
peer_info = {}
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func get_hostname():
if local_info["hostname"] == "":
var hostname = []
var _ret = OS.execute("hostname", [], true, hostname)
local_info["hostname"] = hostname[0].split("\n")[0]
return local_info["hostname"]
func get_network_id():
return get_tree().get_network_unique_id()
func get_ip():
print(IP.resolve_hostname(get_hostname(), IP.TYPE_IPV4))
pass
func _ready():
var _trash
_trash = get_tree().connect("network_peer_connected", self, "_peer_connected" )
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_trash = get_tree().connect("network_peer_disconnected", self, "_peer_disconnected")
_trash = get_tree().connect("connected_to_server", self, "_host_connected" )
_trash = get_tree().connect("server_disconnected", self, "_host_disconnected")
_trash = get_tree().connect("connection_failed", self, "_connection_fail" )
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func _peer_connected(id):
rpc_id(id, "register_peer", local_info)
pass
func _peer_disconnected(id):
peer_info.erase(id)
pass
func _host_connected():
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# On connection to the server, you get a global network id
# Save your info at this id
peer_info[get_network_id()] = local_info
# Set state to connected
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connected = true
func _host_disconnected():
# Ensure host is disconnected
disconnect_host()
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func _connection_fail():
# Ensure Net state is clear
disconnect_host()
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remote func register_peer(info):
# Save player information under the sender id's peer info
peer_info[get_tree().get_rpc_sender_id()] = info
pass