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: # 0: REQUEST: Message is a request for information # 1: REPLY: Message is a reply # 2: READY: Message is "ready" # 3: ACK: Message is an acknowledgement enum {REQUEST, REPLY, READY, ACK} # Signals # incoming(mail): Sent when there's an incoming message signal incoming # peers_updated(): Sent when the peer list is updated signal peers_updated # disconnected(): Sent when unexpectedly disconnected signal disconnected # 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: Receive a message (called by sender's `send` function) # mail: The message received from the sender (implicitly JSON-decoded by JSONRPC) # mail_type: Type of mail (see "Mail Types" enum above) remote func receive(mail): print_debug("recv: %s" % mail) # Unpack the mail # Uses json parser of unknown stability, how fun mail = parse_json(mail) # Get the sender's ID and force letter to be properly addressed 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: Send a message # id: Peer ID of the recipient # mail: Variant of a json-encodable type (non-Object) to send # mail_type: Type of mail (see "Mail Types" enum above) func send(id, mail, mail_type = REPLY): print_debug("send: %d, %s, %d" % [id, mail, mail_type]) # Make the recipient receive the mail rpc_id(id, "receive", to_json([-1, mail, mail_type])) # Host # start_host: Host the game # port: TCP port # max_players: Largest number of players allowed to connect at a time 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 # accept_guests: # Select whether to accept new guests func accept_guests(accept:bool): if hosting: multiplayer.refuse_new_network_connections = not accept # Guest # connect_host: Connect to a host func connect_host(ip = LOCALHOST, port = DEFAULT_PORT): get_hostname() var peer = NetworkedMultiplayerENet.new() var ret = peer.create_client(ip, int(port)) get_tree().network_peer = peer return ret # disconnect_host func disconnect_host(): # Send intent to disconnect rpc("unregister_peer", get_network_id()) # Set state to disconnected 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 = {} # 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 # If connected, update peers if connected: # Send updated info info to all peers rpc("register_peer", local_info) # Helper Functions # 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(): 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(): return IP.resolve_hostname(get_hostname(), IP.TYPE_IPV4) pass func _ready(): var _trash _trash = get_tree().connect("network_peer_connected", self, "_peer_connected" ) _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" ) # Signal Handlers func _peer_connected(id): # Send peer info to remote peer rpc_id(id, "register_peer", local_info) if hosting and peer_info.size() >= 2: pass pass func _peer_disconnected(id): # Unregister the peer locally unregister_peer(id) if hosting and peer_info.size() < 2: pass pass func _host_connected(): # 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 connected = true func _host_disconnected(): # Ensure host is disconnected disconnect_host() # Send disconnection message to listeners emit_signal("disconnected") func _connection_fail(): # Ensure Net state is clear disconnect_host() sync func register_peer(info): # Save player information under the sender id's peer info peer_info[get_tree().get_rpc_sender_id()] = info emit_signal("peers_updated") sync func unregister_peer(id): peer_info.erase(id) emit_signal("peers_updated")