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https://github.com/JohnBreaux/Boat-Battle.git
synced 2024-11-14 21:15:58 +00:00
Multiplayer: Implement message passing system
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@ -20,7 +20,7 @@ MessageBus="*res://script/Message Bus.gd"
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AudioBus="*res://script/audio controller/Audio Bus.gd"
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OptionsController="*res://script/options/OptionsController.gd"
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AudioController="*res://scenes/AudioController.tscn"
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Network="*res://script/network/Network.gd"
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Net="*res://script/network/Net.gd"
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[display]
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@ -31,6 +31,10 @@ window/per_pixel_transparency/allowed=true
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window/stretch/mode="viewport"
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window/stretch/aspect="keep"
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[global]
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verbose=false
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[input]
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ui_left={
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@ -5,13 +5,13 @@ var dark_theme = load("res://dark_theme.tres")
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# Path to Player class, for instantiating new Players in code
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onready var Player = preload("res://scenes/Game/Player.tscn")
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var Player = preload("res://scenes/Game/Player.tscn")
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onready var Victory = preload("res://scenes/Game/Victory.tscn")
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var Victory = preload("res://scenes/Game/Victory.tscn")
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# Array of instances of the Player class; stores the Players
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var players = {} # = player1, player2, ...
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var players = [] # = player1, player2, ...
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var players_ready = []
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# turn counter
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var turn = 0
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@ -37,55 +37,39 @@ func _ready():
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game_setup()
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# Function used to keep track of which players are ready
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mastersync func player_ready():
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func player_ready():
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var who = get_tree().get_rpc_sender_id()
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if get_tree().is_network_server() and who in Network.peer_info and not who in players_ready:
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if get_tree().is_network_server() and who in Net.peer_info and not who in players_ready:
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print ("ASSERT SUCCESS")
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players_ready.append(who)
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if players_ready.size() == Network.peer_info.size():
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if players_ready.size() == Net.peer_info.size():
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rpc("game_start")
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# Member functions:
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# game_start: starts the game
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func game_setup():
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sync func game_setup():
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# If there's no server connected, create one
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if not Network.connected:
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if not Net.connected:
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# TODO: Create a fake peer who we can automate, for single-player mode
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Network.start_server()
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network_id = Network.get_network_id()
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var count = 0
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# Create players for every player in Network.peer_info
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for k in Network.peer_info.keys():
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Net.start_host()
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network_id = Net.get_network_id()
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# Create players for every player in Net.peer_info
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for k in Net.peer_info.keys():
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# Create a new player
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var player = Player.instance()
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# Set the player's opponent, for now
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player.opponent_pid = Network.peer_info.keys()[1 - count]
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# Give the player a recognizable name, like "1", instead of "@@97"
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player.name = str(k)
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# The player controls themselves
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player.set_network_master(k)
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# Add the player to the list of players
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players[k] = player
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players.append(player)
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# Add the player to the scene tree
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add_child(player)
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count += 1
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pass
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# Connect to your own player_ready signal
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players[network_id].connect("player_ready", self, "_on_player_ready")
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# Have your player set up the board:
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players[network_id].set_up_begin()
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mastersync func game_start():
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func game_start():
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# Make sure we're the server
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assert(get_tree().is_network_server())
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while not winner:
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for id in players.keys():
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# TODO: RPC always returns nothing.
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# Figure out how to work around this.
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var hit = players[id].rpc_id(id, "turn_start")
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var result = players[hit["id"]].rpc_id(hit["id"], "hit", hit["target"])
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players[id].rpc_id(id, "mark", hit["target"], result)
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pass
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func _on_player_ready():
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@ -3,7 +3,6 @@ extends Node
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# Emitted when the player is ready
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signal player_ready
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# Preloaded assets, to be used later
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# Path to Board class, for instantiating new Boards in code
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var Board = preload("res://scenes/Game/Board.tscn")
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@ -12,33 +11,33 @@ var Setup = preload("res://scenes/Game/Setup.tscn")
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# Path to Fire menu, so the player may fire on the opponent
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var Fire = preload("res://scenes/Game/Fire.tscn")
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# Members
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var pid # Player ID
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var board # Board
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var fire_at_position # Position to fire at
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var opponent_pid # PID of opponent
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# Called when the node enters the scene tree for the first time.
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func _ready():
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# Set the player ID according to which network peer ID we are
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pid = int(name)
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board = Board.instance()
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mastersync func set_up_begin():
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func set_up_begin():
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var setup = Setup.instance()
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setup.connect("board_ready", self, "set_up")
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add_child(setup)
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board = Board.instance()
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# Member functions:
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# hit: Called when opponent fires on us.
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# Update internal state, and return hit/miss/sunk
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mastersync func hit(pos):
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func hit(pos):
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var res = board.hit(pos)
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return res
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# mark: Called when the opponent returns hit/miss/sunk
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# Update internal state, return ack/nak
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mastersync func mark(pos, value):
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func mark(pos, value):
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# Mark the position on the top board
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board.fire(pos, value)
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@ -62,7 +61,7 @@ func set_up(ships):
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# turn_start: start player's turn
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# Initiates the player's turn, and blocks until the player selects a location to fire upon
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# returns: fire = [player id, target coordinates]
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mastersync func turn_start():
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func turn_start():
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print("turn_start")
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var fire = Fire.instance()
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@ -70,10 +69,9 @@ mastersync func turn_start():
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yield(fire, "fire_at")
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while not fire_at_position:
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pass
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var player_id = opponent_pid
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var target = fire_at_position
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fire_at_position = null
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return {"id": player_id, "target": target}
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return target
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# getBoard: returns the player's board
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# returns: board
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@ -3,36 +3,72 @@ extends Node
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const DEFAULT_PORT = 35879
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const LOCALHOST = "127.0.0.1"
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signal incoming
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class Mail:
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var from
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var message
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var type
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func _init(f, m, t):
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from = f; message = m; type = t
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enum {REPLY, REQUEST}
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# Store peer info in a dictionary, by player ID
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var peer_info = {}
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# Store this player's hostname
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var local_info = {"hostname": ""}
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var connected = false
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var hosting = false
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# FIFO queue of Mails
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var inbox = []
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# Network -- handles server and client setup, and facilitates communication between the two
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# receive: Called when an incoming message is received
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# item: The message received from the sender
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remote func receive(mail:Mail):
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# Get the sender's ID and force letter to be properly addressed
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mail.from = get_tree().get_rpc_sender_id()
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print_debug(mail.from, mail.message, mail.type)
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# Sent it off to anything that expects mail
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emit_signal("incoming", mail)
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func send(id, mail:Mail):
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# Make the recipient receive the mail
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rpc_id(id, "receive", mail)
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# start_server: Host the game
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# port: TCP port
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# max_players: Largest number of players allowed to connect at a time
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func start_server(port = DEFAULT_PORT, max_players = 2):
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func start_host(port = DEFAULT_PORT, max_players = 2):
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get_hostname()
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peer_info[1] = local_info
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var peer = NetworkedMultiplayerENet.new()
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peer.create_server(port, max_players)
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get_tree().network_peer = peer
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connected = true
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hosting = true
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return
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func connect_server(ip = LOCALHOST, port = DEFAULT_PORT):
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# connect_server: Connect to a host
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func connect_host(ip = LOCALHOST, port = DEFAULT_PORT):
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get_hostname()
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var peer = NetworkedMultiplayerENet.new()
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peer.create_client(ip, port)
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get_tree().network_peer = peer
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return
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func disconnect_server():
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get_tree().network_peer = null
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func disconnect_host():
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# Set state to disconnected
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connected = false
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hosting = false
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# Attempt disconnection
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if get_tree().network_peer:
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get_tree().network_peer.close_connection()
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# Disconnect
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get_tree().network_peer = null
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# Clear peer info
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peer_info = {}
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func get_hostname():
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if local_info["hostname"] == "":
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@ -52,9 +88,10 @@ func _ready():
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var _trash
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_trash = get_tree().connect("network_peer_connected", self, "_peer_connected" )
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_trash = get_tree().connect("network_peer_disconnected", self, "_peer_disconnected")
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_trash = get_tree().connect("connected_to_server", self, "_server_connected")
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_trash = get_tree().connect("connected_to_server", self, "_host_connected" )
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_trash = get_tree().connect("server_disconnected", self, "_host_disconnected")
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_trash = get_tree().connect("connection_failed", self, "_connection_fail" )
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_trash = get_tree().connect("server_disconnected", self, "_server_disconnected")
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func _peer_connected(id):
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rpc_id(id, "register_peer", local_info)
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@ -64,20 +101,21 @@ func _peer_disconnected(id):
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peer_info.erase(id)
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pass
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func _server_connected():
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func _host_connected():
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# On connection to the server, you get a global network id
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# Save your info at this id
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peer_info[get_network_id()] = local_info
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# Set state to connected
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connected = true
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pass
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func _server_disconnected():
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connected = false
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pass
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func _host_disconnected():
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# Ensure host is disconnected
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disconnect_host()
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func _connection_fail():
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connected = false
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pass
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# Ensure Net state is clear
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disconnect_host()
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remote func register_peer(info):
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# Save player information under the sender id's peer info
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