mirror of
https://github.com/JohnBreaux/Boat-Battle.git
synced 2024-11-15 05:25:57 +00:00
189 lines
5.8 KiB
GDScript
189 lines
5.8 KiB
GDScript
extends Node
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# Constants
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# DEFAULT_PORT: The port GodotShip will listen on/connect to by default
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const DEFAULT_PORT = 35879
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# LOCALHOST: loopback address
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const LOCALHOST = "127.0.0.1"
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# Enums, used for mail types
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# Mail types:
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# 0: REQUEST: Message is a request for information
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# 1: REPLY: Message is a reply
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# 2: READY: Message is "ready"
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# 3: ACK: Message is an acknowledgement
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enum {REQUEST, REPLY, READY, ACK}
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# Signals
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# incoming(mail): Sent when there's an incoming message
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signal incoming
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# peers_updated(): Sent when the peer list is updated
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signal peers_updated
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# disconnected(): Sent when unexpectedly disconnected
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signal disconnected
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# Variables
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# inbox: Array: Message history
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var inbox = []
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# connected: Boolean: True when in the Connected state
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var connected = false
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# hosting: Boolean: True when in the Hosting state
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var hosting = false
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# peer_info: Dictionary: Store peer info in a dictionary, by player ID
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var peer_info = {}
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# local_info: Dictionary: Store this player's info
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var local_info = {"name": ""}
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# Network -- handles server and client setup, and facilitates communication between the two
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# receive: Receive a message (called by sender's `send` function)
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# mail: The message received from the sender (implicitly JSON-decoded by JSONRPC)
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# mail_type: Type of mail (see "Mail Types" enum above)
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remote func receive(mail):
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print_debug("recv: %s" % mail)
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# Unpack the mail
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# Uses json parser of unknown stability, how fun
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mail = parse_json(mail)
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# Get the sender's ID and force letter to be properly addressed
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mail[0] = get_tree().get_rpc_sender_id()
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# Add the mail to the inbox (so it can be read back later if necessary
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inbox.append(mail)
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# Sent it off to anything that expects mail
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emit_signal("incoming", mail)
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# send: Send a message
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# id: Peer ID of the recipient
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# mail: Variant of a json-encodable type (non-Object) to send
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# mail_type: Type of mail (see "Mail Types" enum above)
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func send(id, mail, mail_type = REPLY):
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print_debug("send: %d, %s, %d" % [id, mail, mail_type])
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# Make the recipient receive the mail
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rpc_id(id, "receive", to_json([-1, mail, mail_type]))
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# Host
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# start_host: 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_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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# Notify that peer list has updated
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emit_signal("peers_updated")
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# Create a new NetworkedMultiplayerENet (handles multiplayer communication through ENet)
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var peer = NetworkedMultiplayerENet.new()
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# Create a server
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peer.create_server(port, max_players)
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# Add the server to the scene tree
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get_tree().network_peer = peer
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# Update state
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connected = true
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hosting = true
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# accept_guests:
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# Select whether to accept new guests
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func accept_guests(accept:bool):
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if hosting:
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multiplayer.refuse_new_network_connections = not accept
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# Guest
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# connect_host: 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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var ret = peer.create_client(ip, int(port))
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get_tree().network_peer = peer
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return ret
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# disconnect_host
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func disconnect_host():
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# Send intent to disconnect
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rpc("unregister_peer", get_network_id())
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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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# Notify that peer list has updated
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emit_signal("peers_updated")
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# change_name: Change the local name, and re-register with all peers (including self)
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func change_name(name):
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# Change name locally
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local_info["name"] = name
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# If connected, update peers
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if connected:
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# Send updated info info to all peers
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rpc("register_peer", local_info)
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# Helper Functions
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# get_hostname: Asks the host machine to provide its hostname,
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# and if the peer name isn't set, set it to the hostname
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func get_hostname():
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var hostname = []
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# Execute the `hostname` command
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var _ret = OS.execute("hostname", [], true, hostname)
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# If there's no name set, set it to the hostname
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if local_info["name"] == "":
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local_info["name"] = hostname[0].split("\n")[0]
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return hostname[0].split("\n")[0]
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func get_network_id():
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return get_tree().get_network_unique_id()
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func get_ip():
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return IP.resolve_hostname(get_hostname(), IP.TYPE_IPV4)
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pass
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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, "_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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# Signal Handlers
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func _peer_connected(id):
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# Send peer info to remote peer
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rpc_id(id, "register_peer", local_info)
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if hosting and peer_info.size() >= 2:
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pass
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pass
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func _peer_disconnected(id):
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# Unregister the peer locally
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unregister_peer(id)
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if hosting and peer_info.size() < 2:
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pass
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pass
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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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func _host_disconnected():
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# Ensure host is disconnected
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disconnect_host()
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# Send disconnection message to listeners
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emit_signal("disconnected")
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func _connection_fail():
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# Ensure Net state is clear
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disconnect_host()
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sync func register_peer(info):
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# Save player information under the sender id's peer info
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peer_info[get_tree().get_rpc_sender_id()] = info
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emit_signal("peers_updated")
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sync func unregister_peer(id):
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peer_info.erase(id)
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emit_signal("peers_updated")
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