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extends Node


signal connection_succeeded()
signal connection_failed()
signal player_list_changed()
signal game_error()
signal game_ended()


const PORT = 10567

const MAX_PEERS = 2


var peer = null

var player = {
	idx = 0,
	name = "",
}

# Dictionary { id = { idx: 1, name: "" } }
var players = {}
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_won", self, "end_game")


remote func register_player(name):
	var id = get_tree().get_rpc_sender_id()
	self.players[id] = {
		name = name
	}
	emit_signal("player_list_changed")


func unregister_player(id):
	self.player.erase(id)
	emit_signal("player_list_changed")


func host_game(player_name):
	self.player.name = player_name
	self.peer = NetworkedMultiplayerENet.new()
	self.peer.create_server(self.PORT, self.MAX_PEERS)
	get_tree().set_network_peer(self.peer)


func join_game(ip, player_name):
	self.player.name = player_name
	self.peer = NetworkedMultiplayerENet.new()
	self.peer.create_client(ip, self.PORT)
	get_tree().set_network_peer(self.peer)


func start_game():
	# preconfigure game and set idx to each player
	var idx = 1
	for id in self.players:
		self.players[id].idx = idx
		rpc_id(id, "_preconfigure_game", idx)
		idx += 1
	
	# start game for everyone
	rpc("_start_game")


remote func _preconfigure_game(idx):
	self.player.idx = idx
	

sync func _start_game():
	get_tree().change_scene("res://UI/LevelSelect.tscn")


func end_game(winning_player):
	# TODO: change scene for all to win scene and set winning player id,
	# so it can be displayed with self.players
	print(winning_player)
	get_tree().change_scene("res://Network/Lobby.tscn")
	pass


func _player_connected(id):
	rpc_id(id, "register_player", self.player.name)


func _player_disconnected(id):
	# if game is in progress:
		# self.end_game() ?
	# else
		self.unregister_player(id)


func _connection_succeeded():
	emit_signal("connection_succeeded")


func _connection_failed():
	get_tree().set_network_peer(null) # remove peer
	emit_signal("connection_failed")


func _server_disconnected():
	emit_signal("game_error", "Server disconnected!")
	self.end_game("")