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extends Node
signal players_changed
signal player_joined(player: Player)
func _ready():
reset_players()
multiplayer.connected_to_server.connect(_on_connected_to_server)
multiplayer.server_disconnected.connect(_on_disconnected_from_server)
#multiplayer.peer_connected.connect(_on_peer_connected)
#multiplayer.peer_disconnected.connect(_on_peer_disconnected)
multiplayer.allow_object_decoding = true
func host_game(port) -> Error:
var peer = ENetMultiplayerPeer.new()
var error = peer.create_server(int(port))
if error != OK:
return error
multiplayer.multiplayer_peer = peer
Client.player.id = multiplayer.get_unique_id()
return error
func join_game(ip, port):
var peer = ENetMultiplayerPeer.new()
var error = peer.create_client(ip, int(port))
if error != OK:
return error
multiplayer.multiplayer_peer = peer
Client.player.id = multiplayer.get_unique_id()
func close_game():
multiplayer.multiplayer_peer.close()
multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()
reset_players()
await GameLobby.request_post("/close")
GameLobby.current_game_id = ""
GameLobby.current_secret = ""
func _on_connected_to_server():
print(multiplayer.get_unique_id(), ": connected to server")
func _on_disconnected_from_server():
print("disconnected from server")
close_game()
func _on_peer_connected(id: int):
print(multiplayer.get_unique_id(), ": peer connected: ", id)
add_to_players.rpc_id(id, inst_to_dict(Client.player))
# TODO: check why bug and adds more players than intended
#ask_game_running.rpc_id(id)
#is_game_running.connect(func(is_running: bool):
#if not is_running:
#add_to_players.rpc_id(id, inst_to_dict(Client.player))
#elif is_running:
#get_tree().change_scene_to_file("res://UI/Start.tscn")
#)
func _on_peer_disconnected(id: int):
print(multiplayer.get_unique_id(), ": peer disconnected: ", id)
remove_player(id)
if id == 1: # if host disconnected go back to Start
get_tree().change_scene_to_file("res://UI/Start.tscn")
func reset_players():
for node in %Players.get_children():
%Players.remove_child(node)
%Players.add_child(preload("res://Game/Player.tscn").instantiate())
func get_player(id: int) -> Player:
if %Players.get_child_count() == 1:
return %Players.get_child(0)
return %Players.get_node(str(id))
func get_players() -> Array[Node]:
return %Players.get_children()
func get_ordered_player_ids(players = get_players()) -> Array:
var keys = players.map(func(item: Player):
return item.id
)
keys.sort_custom(func(a: int, b: int):
return int(str(a).substr(0, 8)) < int(str(b).substr(0, 8))
)
return keys
func remove_player(id: int):
var player = get_player(id)
if player:
%Players.remove_child(player)
players_changed.emit()
signal is_game_running(is_running: bool)
@rpc("any_peer")
func ask_game_running():
var is_running = get_tree().current_scene is Stage
receive_game_running.rpc_id(multiplayer.get_remote_sender_id(), is_running)
@rpc("any_peer")
func receive_game_running(is_running: bool):
is_game_running.emit(is_running)
@rpc("any_peer")
func add_to_players(remote_data: Dictionary):
var id = multiplayer.get_remote_sender_id()
var player = preload("res://Game/Player.tscn").instantiate()
player.id = id
player.username = remote_data.username
%Players.add_child(player)
player_joined.emit(player)
players_changed.emit()
@rpc("any_peer", "call_local")
func update_player(id: int, remote_data: Dictionary):
var player = get_player(id)
for property in remote_data:
if typeof(player[property]) == TYPE_INT:
player[property] += remote_data[property]
else:
player[property] = remote_data[property]
players_changed.emit()
@rpc("any_peer")
func destroy_tower(remote_data: Dictionary):
var data: Tower.NetworkData = dict_to_inst(remote_data)
var remote_tower = Tower.from_network_data(data)
var player = get_player(remote_tower.owner_id)
var tower = player.towers.get(remote_tower.global_position)
Client.current_stage.destroy_tower(tower)
@rpc("any_peer")
func update_tower(remote_tower_node_path: NodePath, remote_data: Dictionary):
var data: Tower.NetworkData = dict_to_inst(remote_data)
var tower: Tower = get_tree().current_scene.get_node_or_null(remote_tower_node_path)
if tower:
tower.update_with_network_data(data)
@rpc("any_peer")
func remove_unit(remote_unit_node_path: NodePath):
var unit = get_tree().current_scene.get_node_or_null(remote_unit_node_path)
if unit:
unit.queue_free()
@rpc("any_peer")
func update_unit(remote_unit_node_path: NodePath, remote_data: Dictionary):
var data: Unit.NetworkData = dict_to_inst(remote_data)
var unit: Unit = get_tree().current_scene.get_node_or_null(remote_unit_node_path)
if unit:
unit.update_with_network_data(data)
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