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- extends Control
-
- # class member variables go here, for example:
- # var a = 2
- # var b = "textvar"
- var SERVER_PORT = 2467
- var MAX_PLAYERS = 10
- var SERVER_PLAYING = true
-
- var player_info = {}
- var my_info = {}
-
- func _ready():
- # Called every time the node is added to the scene.
- # Initialization here
- get_node("Server").connect("pressed", self, "_server_init")
- get_node("ServerStart").connect("pressed", self, "start_game")
- get_node("Client").connect("pressed", self, "_client_init")
- get_node("Singleplayer").connect("pressed", self, "_singleplayer_init")
-
- get_tree().connect("network_peer_connected", self, "_player_connected")
- get_tree().connect("connected_to_server", self, "_connected_ok")
-
- get_node("HeroSelect").connect("item_selected", self, "select_hero")
-
- func _client_init():
- collect_info()
- var peer = NetworkedMultiplayerENet.new()
- var server_ip = get_node("IP").get_text()
- peer.create_client(server_ip, SERVER_PORT)
- get_tree().set_network_peer(peer)
- get_node("Client").set_text("Clienting!")
-
- func _singleplayer_init():
- collect_info()
- var peer = NetworkedMultiplayerENet.new()
- peer.create_server(SERVER_PORT, 1)
- get_tree().set_network_peer(peer)
- player_info[1] = my_info
- pre_configure_game()
-
- func _server_init():
- collect_info()
- var peer = NetworkedMultiplayerENet.new()
- peer.create_server(SERVER_PORT, MAX_PLAYERS)
- get_tree().set_network_peer(peer)
- get_node("Server").set_text("Serving!")
- get_node("ServerStart").show()
- if SERVER_PLAYING:
- player_info[1] = my_info
-
- func _player_connected(id):
- print("Connect, my friend: " + str(id))
-
- func _connected_ok():
- rpc("register_player", get_tree().get_network_unique_id(), my_info)
-
- func collect_info():
- my_info.username = get_node("Username").get_text()
- my_info.hero = get_node("HeroSelect").get_selected_id()
- my_info.is_right_team = false # Server assigns team, wait for that
-
- remote func register_player(new_peer, info):
- player_info[new_peer] = info
- render_player_list()
- if (get_tree().is_network_server()):
- var right_team_count = 0
- # Send current players' info to new player
- for old_peer in player_info:
- # Send new player, old player's info
- rpc_id(new_peer, "register_player", old_peer, player_info[old_peer])
- if old_peer != new_peer:
- # We need to assign team later, so count current
- if player_info[old_peer].is_right_team:
- print(right_team_count)
- right_team_count += 1
- # You'd think this part could be met with a simple `rpc(`, but actually it can't
- # My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO)
- if old_peer != 1:
- # Send old player, new player's info (not us, no infinite loop)
- rpc_id(old_peer, "register_player", new_peer, info)
- var assign_right_team = right_team_count * 2 <= player_info.size()
- rpc("assign_team", new_peer, assign_right_team)
- if (player_info.size() == MAX_PLAYERS):
- start_game()
-
- func select_hero(hero):
- rpc("set_hero", get_tree().get_network_unique_id(), hero)
-
- sync func set_hero(peer, hero):
- player_info[peer].hero = hero
- render_player_list()
-
- sync func assign_team(peer, is_right_team):
- player_info[peer].is_right_team = is_right_team
- if peer == get_tree().get_network_unique_id():
- if is_right_team:
- get_node("Team").set_text("Right Team")
- else:
- get_node("Team").set_text("Left Team")
- render_player_list()
-
- func render_player_list():
- var list = ""
- var hero_names = get_node("HeroSelect").hero_names
- for p in player_info:
- list += "%-15s" % player_info[p].username
- list += "%-20s" % hero_names[player_info[p].hero]
- if player_info[p].is_right_team:
- list += "Right Team"
- else:
- list += "Left Team"
- list += "\n"
- get_node("PlayerList").set_text(list)
-
- func start_game():
- rpc("pre_configure_game")
- if SERVER_PLAYING:
- pre_configure_game()
-
- var players_done = []
- remote func done_preconfiguring(who):
- players_done.append(who)
- if (players_done.size() == player_info.size()):
- rpc("post_configure_game")
-
- remote func pre_configure_game():
- var self_peer_id = get_tree().get_network_unique_id()
-
- get_node("/root/Control").queue_free()
- var world = load("res://scenes/world.tscn").instance()
- get_node("/root").add_child(world)
-
- # Load all players (including self)
- for p in player_info:
- var hero = player_info[p].hero
- var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
- player.set_name(str(p))
- player.set_network_master(p)
- get_node("/root/world/players").call_deferred("add_child", player)
-
- rpc_id(1, "done_preconfiguring", self_peer_id)
-
- #func _process(delta):
- # # Called every frame. Delta is time since last frame.
- # # Update game logic here.
- # pass
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