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extends Control
var ConnectNodeContainer: Node
var ConnectNode: Node
var PlayersNodeContainer: Node
var PlayersNode: Node
func _ready():
Network.connect("connection_succeeded", Callable(self, "_on_connection_succeeded"))
Network.connect("connection_failed", Callable(self, "_on_connection_failed"))
Network.connect("player_list_changed", Callable(self, "refresh_lobby"))
Network.connect("game_error", Callable(self, "_on_game_error"))
Network.connect("game_ended", Callable(self, "_on_game_ended"))
$HTTPRequest.connect("request_completed", Callable(self, '_set_remote_ip'))
ConnectNodeContainer = $CenterContainer
ConnectNode = $CenterContainer/Connect
PlayersNodeContainer = $CenterContainer2
PlayersNode = $CenterContainer2/Players
if OS.has_environment("USERNAME"):
ConnectNode.get_node("Name").text = OS.get_environment("USERNAME")
elif OS.has_environment("USER"):
ConnectNode.get_node("Name").text = OS.get_environment("USER")
else:
var desktop_path = OS.get_system_dir(OS.SYSTEM_DIR_DESKTOP).replace("\\", "/").split("/")
ConnectNode.get_node("Name").text = desktop_path[desktop_path.size() - 2]
# show lobby if we're already connected somewhere
if Network.peer != null:
self._on_connection_succeeded()
self.set_ip()
self.refresh_lobby()
func disable_connect_buttons(_is_disabled = true):
pass
#ConnectNode.get_node("Host").disabled = is_disabled
#ConnectNode.get_node("Join").disabled = is_disabled
func refresh_lobby():
var players = Network.players.values()
var player = Network.player
PlayersNode.get_node("List").clear()
PlayersNode.get_node("List").add_item(player.name + " (You)")
for p in players:
PlayersNode.get_node("List").add_item(p.name)
PlayersNode.get_node("Start").disabled = not multiplayer.is_server()
func set_ip():
self.set_local_ip()
self.set_remote_ip()
func set_local_ip():
for ip in IP.get_local_addresses():
if ip.begins_with("192.168"):
PlayersNode.get_node("LocalIP").text = ip
break
func set_remote_ip():
PlayersNode.get_node("RemoteIP").text = ""
$HTTPRequest.request("https://ipv4.icanhazip.com/")
func _set_remote_ip(_result, response_code, _headers, body):
if response_code == 200:
PlayersNode.get_node("RemoteIP").text = body.get_string_from_utf8()
else:
PlayersNode.get_node("RemoteIP").text = "Remote IP request failed!"
self._on_game_error("Remote IP request failed!")
func _on_connection_succeeded():
ConnectNodeContainer.hide()
PlayersNodeContainer.show()
func _on_connection_failed():
self.disable_connect_buttons()
ConnectNode.get_node("Error").set_text("Connection failed!")
func _on_game_error(error):
$ErrorDialog.dialog_text = error
$ErrorDialog.popup_centered_clamped()
self.disable_connect_buttons()
func _on_game_ended():
self.show()
ConnectNodeContainer.show()
PlayersNodeContainer.hide()
self.disable_connect_buttons()
func _on_Host_pressed():
ConnectNodeContainer.hide()
PlayersNodeContainer.show()
ConnectNode.get_node("Error").text = ""
self.set_ip()
var player_name = ConnectNode.get_node("Name").text
Network.host_game(player_name)
self.refresh_lobby()
func _on_Join_pressed():
var ip = ConnectNode.get_node("IP").text
if not ip.is_valid_ip_address():
ConnectNode.get_node("Error").text = "Invalid IP address!"
return
ConnectNode.get_node("Error").text = ""
self.disable_connect_buttons(false)
self.set_ip()
var player_name = ConnectNode.get_node("Name").text
Network.join_game(ip, player_name)
func _on_Start_pressed():
Global.start_game()
func _on_Back_pressed():
ConnectNodeContainer.show()
PlayersNodeContainer.hide()
Network.leave_game()
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