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mirror of https://github.com/JohnBreaux/Boat-Battle.git synced 2025-02-04 12:28:35 +00:00

Multiplayer: Add Lobby

This commit is contained in:
2021-11-23 22:44:53 -06:00
parent 42c9e0c42b
commit 12816a2caa
18 changed files with 453 additions and 72 deletions

View File

@@ -0,0 +1,92 @@
extends Control
# Ignore discarded return values
# warning-ignore:return_value_discarded
onready var text = find_node("Player List")
onready var ip = find_node("IP Address")
# TODO: Write a function to update Player List with the list of attached players
func _on_peers_updated():
var connected_peers = ""
for peer in Net.peer_info:
connected_peers += ("%s\n" % Net.peer_info[peer]["name"])
pass
text.text = connected_peers.rsplit("\n", true, 1)[0].c_unescape()
pass
func set_IP_Address_text(show):
# Print the IP address and port
if show:
ip.text = "IP: %s\nPort: %s" % [Net.get_ip(), Net.DEFAULT_PORT]
else:
ip.text = ""
func _ready():
Net.connect("peers_updated", self, "_on_peers_updated")
_on_peers_updated()
pass
func show_Connected_Options(show):
# Hide the host and connect buttons
get_node("Lobby Options/Host or Connect").visible = !show
# Show the host options
get_node("Lobby Options/Connected Options").visible = show
# Buttons
# Host Button: Host a game
# Hides the connect button
func _on_Host_Button_pressed():
# Show "Connected Options"
show_Connected_Options(true)
# Show the host IP address
set_IP_Address_text(true)
# Begin hosting
Net.start_host()
# Disconnect
# Disconnect from (or stop hosting) a game
# Shows the host/connect buttons
func _on_Disconnect_Button_pressed():
# Hide "Connected Options"
show_Connected_Options(false)
# Show the host IP address
set_IP_Address_text(false)
# Disconnect
Net.disconnect_host()
func _on_Change_Name_Button_pressed():
# Show the Change Name dialogue
get_node("Change Name").popup_centered()
pass
func _on_Connect_Button_pressed():
# Show the Connect to Game dialogue
get_node("Connect to Game").popup_centered()
pass
func _on_Connect_to_Game_confirmed():
# Get the IP and port specified by the player
var ipbox = find_node("IP and Port Entry")
# Split it into IP and Port segments
var ip_port = ipbox.text.split(":")
# If text exists and contains valid IP address
if ip_port.size() > 0 and ip_port[0].is_valid_ip_address():
# Connect to host
Net.callv("connect_host", ip_port)
# Show "Connected Options"
show_Connected_Options(true)
func _on_Change_Name_confirmed():
# Get the new name
var name = find_node("Name Entry").text.split("\n")[0]
# Set it as the name
Net.change_name(name)
func _on_Exit_Lobby_pressed():
# Disconnect
if Net.connected:
Net.disconnect_host()
# Close Lobby menu
queue_free()

View File

@@ -1,33 +1,39 @@
extends Node
# Constants
# DEFAULT_PORT: The port GodotShip will listen on/connect to by default
const DEFAULT_PORT = 35879
# LOCALHOST: loopback address
const LOCALHOST = "127.0.0.1"
# Enums, used for mail types
# Mail types:
# 1: REQUEST: Message is a request for information
# 0: REPLY: Message is a reply
enum {REPLY, REQUEST}
# Signals
# incoming(mail): Sent when there's an incoming message
signal incoming
# peers_updated(): Sent when the peer list is updated
signal peers_updated
#
# Let's pretend this is actually passed from send to receive
class Mail:
# Sender address
var from:int
var message
var type:int
enum {FROM, MESSAGE, TYPE}
enum {REPLY, REQUEST}
# 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
# Variables
# inbox: Array: Message history
var inbox = []
# connected: Boolean: True when in the Connected state
var connected = false
# hosting: Boolean: True when in the Hosting state
var hosting = false
# peer_info: Dictionary: Store peer info in a dictionary, by player ID
var peer_info = {}
# local_info: Dictionary: Store this player's info
var local_info = {"name": ""}
# 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
# receive: Receive a message (called by sender's `send` function)
# item: The message received from the sender (implicitly JSON-decoded by JSONRPC)
sync func receive(mail):
# Get the sender's ID and force letter to be properly addressed
mail[0] = get_tree().get_rpc_sender_id()
@@ -36,7 +42,7 @@ sync func receive(mail):
# Sent it off to anything that expects mail
emit_signal("incoming", mail)
# send: Called when sending a message
# send: Send a message
# id: Peer ID of the recipient
# mail: Variant of a json-encodable type (non-Object) to send
func send(id, mail):
@@ -49,12 +55,17 @@ func send(id, mail):
func start_host(port = DEFAULT_PORT, max_players = 2):
get_hostname()
peer_info[1] = local_info
# Notify that peer list has updated
emit_signal("peers_updated")
# Create a new NetworkedMultiplayerENet (handles multiplayer communication through ENet)
var peer = NetworkedMultiplayerENet.new()
# Create a server
peer.create_server(port, max_players)
# Add the server to the scene tree
get_tree().network_peer = peer
# Update state
connected = true
hosting = true
return
# connect_host: Connect to a host
func connect_host(ip = LOCALHOST, port = DEFAULT_PORT):
@@ -65,6 +76,8 @@ func connect_host(ip = LOCALHOST, port = DEFAULT_PORT):
# disconnect_host
func disconnect_host():
# Send intent to disconnect
rpc("unregister_peer", get_network_id())
# Set state to disconnected
connected = false
hosting = false
@@ -75,19 +88,33 @@ func disconnect_host():
get_tree().network_peer = null
# Clear peer info
peer_info = {}
# Notify that peer list has updated
emit_signal("peers_updated")
# change_name: Change the local name, and re-register with all peers (including self)
func change_name(name):
# Change name locally
local_info["name"] = name
# Send updated info info to all peers
rpc("register_peer", local_info)
pass
# get_hostname: Asks the host machine to provide its hostname,
# and if the peer name isn't set, set it to the hostname
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"]
var hostname = []
# Execute the `hostname` command
var _ret = OS.execute("hostname", [], true, hostname)
# If there's no name set, set it to the hostname
if local_info["name"] == "":
local_info["name"] = hostname[0].split("\n")[0]
return hostname[0].split("\n")[0]
func get_network_id():
return get_tree().get_network_unique_id()
func get_ip():
print(IP.resolve_hostname(get_hostname(), IP.TYPE_IPV4))
return IP.resolve_hostname(get_hostname(), IP.TYPE_IPV4)
pass
func _ready():
@@ -100,11 +127,13 @@ func _ready():
func _peer_connected(id):
# Send peer info to remote peer
rpc_id(id, "register_peer", local_info)
pass
func _peer_disconnected(id):
peer_info.erase(id)
# Unregister the peer locally
unregister_peer(id)
pass
@@ -123,7 +152,11 @@ func _connection_fail():
# Ensure Net state is clear
disconnect_host()
remote func register_peer(info):
sync func register_peer(info):
# Save player information under the sender id's peer info
peer_info[get_tree().get_rpc_sender_id()] = info
pass
emit_signal("peers_updated")
sync func unregister_peer(id):
peer_info.erase(id)
emit_signal("peers_updated")