1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
|
extends Node
var players = {}
func _ready():
multiplayer.connected_to_server.connect(_on_connected_to_server)
multiplayer.peer_connected.connect(_on_peer_connected)
multiplayer.allow_object_decoding = true
func host_game():
var peer = ENetMultiplayerPeer.new()
peer.create_server(1234, 2)
multiplayer.multiplayer_peer = peer
players[1] = Client.player
func join_game():
var peer = ENetMultiplayerPeer.new()
peer.create_client("127.0.0.1", 1234)
multiplayer.multiplayer_peer = peer
func _on_connected_to_server():
print("connected to server")
func _on_peer_connected(id):
print("peer connected: ", id)
add_to_players.rpc(to_rpc_object(Client.player))
func to_rpc_object(object: Variant):
var remote_object = {}
var properties = object.get_rpc_properties()
for property in properties:
var property_class = properties[property]
if object[property] is Dictionary:
remote_object[property] = {}
for key in object[property]:
remote_object[property][key] = to_rpc_object(object[property][key])
elif property_class:
remote_object[property] = to_rpc_object(object[property])
else:
remote_object[property] = object[property]
return remote_object
func from_rpc_object(remote_object: Dictionary, remote_class_path: String):
var object
var remote_class = load(remote_class_path)
if remote_class is PackedScene:
object = remote_class.instantiate()
elif remote_class is GDScript:
object = remote_class.new()
else:
assert(false, "unexpected remote class type")
var properties = object.get_rpc_properties()
for property in properties:
var property_class = properties[property]
if object[property] is Dictionary:
for key in object[property]:
object[property][key] = from_rpc_object(remote_object[property], property_class)
elif property_class:
object[property] = from_rpc_object(remote_object[property], property_class)
else:
object[property] = remote_object[property]
return object
func merge_with_rpc_object(object: Variant, remote_object: Dictionary):
var properties = object.get_rpc_properties()
for property in properties:
var property_class = properties[property]
if object[property] is Dictionary:
object[property] = {}
for key in remote_object[property]:
object[property][key] = from_rpc_object(remote_object[property][key], property_class)
elif property_class:
object[property] = merge_with_rpc_object(object[property], remote_object[property])
else:
object[property] = remote_object[property]
return object
@rpc("call_local", "any_peer")
func add_to_players(remote_player: Dictionary):
var id = multiplayer.get_remote_sender_id()
var player = from_rpc_object(remote_player, "res://Game/Player.gd")
players[id] = player
@rpc("call_local", "any_peer")
func update_player(remote_player: Dictionary):
var id = multiplayer.get_remote_sender_id()
var player = merge_with_rpc_object(players[id], remote_player)
players[id] = player
@rpc("any_peer")
func place_tower(remote_tower: Dictionary, position: Vector2):
var remote_player_id = multiplayer.get_remote_sender_id()
var tower = from_rpc_object(remote_tower, "res://Towers/Tower.tscn")
tower.owner_id = remote_player_id
players[remote_player_id].towers[tower.global_position] = tower
Client.stage.place_tower(tower, position)
@rpc("any_peer")
func destroy_tower(remote_tower: Dictionary):
var player = players[remote_tower.owner_id] as Player
var tower = player.towers.get(remote_tower.global_position)
Client.stage.destroy_tower(tower)
@rpc("any_peer")
func spawn_unit(remote_unit: Dictionary, remote_spawn: Dictionary):
var unit = from_rpc_object(remote_unit, "res://Units/Unit.tscn")
var spawn = from_rpc_object(remote_spawn, "res://Stages/Paths/Spawn.tscn")
Client.stage.spawn_unit(unit, spawn)
|