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Boat-Battle/godot_ship/script/network/Network.gd
2021-11-18 09:00:15 -06:00

86 lines
2.3 KiB
GDScript

extends Node
const DEFAULT_PORT = 35879
const LOCALHOST = "127.0.0.1"
# Store peer info in a dictionary, by player ID
var peer_info = {}
# Store this player's hostname
var local_info = {"hostname": ""}
var connected = false
# Network -- handles server and client setup, and facilitates communication between the two
# start_server: Host the game
# port: TCP port
# max_players: Largest number of players allowed to connect at a time
func start_server(port = DEFAULT_PORT, max_players = 2):
get_hostname()
peer_info[1] = local_info
var peer = NetworkedMultiplayerENet.new()
peer.create_server(port, max_players)
get_tree().network_peer = peer
connected = true
return
func connect_server(ip = LOCALHOST, port = DEFAULT_PORT):
get_hostname()
var peer = NetworkedMultiplayerENet.new()
peer.create_client(ip, port)
get_tree().network_peer = peer
return
func disconnect_server():
get_tree().network_peer = null
connected = false
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")
_trash = get_tree().connect("network_peer_disconnected", self, "_peer_disconnected")
_trash = get_tree().connect("connected_to_server", self, "_server_connected")
_trash = get_tree().connect("connection_failed", self, "_connection_fail")
_trash = get_tree().connect("server_disconnected", self, "_server_disconnected")
func _peer_connected(id):
rpc_id(id, "register_peer", local_info)
pass
func _peer_disconnected(id):
peer_info.erase(id)
pass
func _server_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
connected = true
pass
func _server_disconnected():
connected = false
pass
func _connection_fail():
connected = false
pass
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