From 395c25b1fbe51f42decf402f97e51eabcc8c0a77 Mon Sep 17 00:00:00 2001 From: Daniel Weipert Date: Sun, 18 Jun 2023 16:43:22 +0200 Subject: Godot v3 -> v4 --- Network/Network.gd | 53 ++++++++++++++++++++++++++++------------------------- 1 file changed, 28 insertions(+), 25 deletions(-) (limited to 'Network/Network.gd') diff --git a/Network/Network.gd b/Network/Network.gd index d58de75..0b3e379 100644 --- a/Network/Network.gd +++ b/Network/Network.gd @@ -30,51 +30,54 @@ var players_ready = [] func _ready(): - get_tree().connect("network_peer_connected", self, '_player_connected') - get_tree().connect("network_peer_disconnected", self,"_player_disconnected") - get_tree().connect("connected_to_server", self, "_connection_succeeded") - get_tree().connect("connection_failed", self, "_connection_failed") - get_tree().connect("server_disconnected", self, "_server_disconnected") - Global.connect("game_started", self, "_on_Global_game_started") - Global.connect("game_ended", self, "_on_Global_game_ended") - Global.connect("game_won", self, "_on_Global_game_won") - - -remote func register_player(name): - var id = get_tree().get_rpc_sender_id() + multiplayer.connect("peer_connected", Callable(self, '_player_connected')) + multiplayer.connect("peer_disconnected", Callable(self, "_player_disconnected")) + multiplayer.connect("connected_to_server", Callable(self, "_connection_succeeded")) + multiplayer.connect("connection_failed", Callable(self, "_connection_failed")) + multiplayer.connect("server_disconnected", Callable(self, "_server_disconnected")) + Global.connect("game_started", Callable(self, "_on_Global_game_started")) + Global.connect("game_ended", Callable(self, "_on_Global_game_ended")) + Global.connect("game_won", Callable(self, "_on_Global_game_won")) + + +@rpc("any_peer") func register_player(player_name): + var id = get_tree().get_remote_sender_id() self.players[id] = { - name = name, + name = player_name, ip = self.peer.get_peer_address(id), } emit_signal("player_list_changed") -remote func unregister_player(id): +@rpc("any_peer") func unregister_player(id): self.players.erase(id) emit_signal("player_list_changed") func host_game(player_name): self.player.name = player_name - self.peer = NetworkedMultiplayerENet.new() + self.peer = ENetMultiplayerPeer.new() self.peer.create_server(self.PORT, self.MAX_PEERS) - get_tree().set_network_peer(self.peer) + multiplayer.multiplayer_peer = self.peer + #get_tree().set_multiplayer_peer(self.peer) func join_game(ip, player_name): self.player.name = player_name - self.peer = NetworkedMultiplayerENet.new() + self.peer = ENetMultiplayerPeer.new() self.peer.create_client(ip, self.PORT) - get_tree().set_network_peer(self.peer) + multiplayer.multiplayer_peer = self.peer + #get_tree().set_multiplayer_peer(self.peer) func leave_game(): rpc("_leave_game") - get_tree().set_network_peer(null) + multiplayer.multiplayer_peer = null + #get_tree().set_multiplayer_peer(null) -remote func _leave_game(): - var id = get_tree().get_rpc_sender_id() +@rpc("any_peer") func _leave_game(): + var id = get_tree().get_remote_sender_id() self.peer.disconnect_peer(id) @@ -94,11 +97,11 @@ func _on_Global_game_started(): rpc("_start_game") -remote func _preconfigure_game(idx): +@rpc("any_peer") func _preconfigure_game(idx): self.player.idx = idx -sync func _start_game(): +@rpc("any_peer", "call_local") func _start_game(): emit_signal("game_started") @@ -111,7 +114,7 @@ func _on_Global_game_won(winning_player): rpc("_end_game", winning_player) -sync func _end_game(winning_player): +@rpc("any_peer", "call_local") func _end_game(winning_player): self.winning_player = winning_player emit_signal("game_ended") @@ -133,7 +136,7 @@ func _connection_succeeded(): func _connection_failed(): - get_tree().set_network_peer(null) # remove peer + get_tree().set_multiplayer_peer(null) # remove peer emit_signal("connection_failed") -- cgit v1.2.3