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path: root/Game/Network.gd
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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)