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Fix server not playing when not spectating

master
Luna 7 years ago
parent
commit
10d760bbf4
3 changed files with 28 additions and 11 deletions
  1. +1
    -1
      scenes/lobby.tscn
  2. +4
    -2
      scripts/lobby.gd
  3. +23
    -8
      scripts/networking.gd

+ 1
- 1
scenes/lobby.tscn View File

@ -23,7 +23,7 @@ use_mipmaps = false
use_filter = false
font_data = SubResource( 2 )
[node name="Lobby" type="Control" index="0"]
[node name="Lobby" type="Control"]
anchor_left = 0.0
anchor_top = 0.0


+ 4
- 2
scripts/lobby.gd View File

@ -9,8 +9,10 @@ func _ready():
get_node("Username").connect("text_changed", self, "_send_name")
get_node("StartGame").connect("pressed", self, "_start_game")
get_node("Spectating").pressed = util.args.get_value("-silent")
get_node("Spectating").connect("pressed", self, "_change_spectating") # TODO
var spectating = util.args.get_value("-silent")
get_node("Spectating").pressed = spectating
#
get_node("Spectating").connect("toggled", networking, "set_spectating") # TODO
# get_node("CustomGame/LevelSelect").connect("item_selected", self, "select_level") TODO
# _send_name()


+ 23
- 8
scripts/networking.gd View File

@ -20,8 +20,8 @@ var right_team_next = false
func _ready():
add_child(matchmaking)
get_tree().connect("network_peer_connected", self, "_register_player")
get_tree().connect("network_peer_disconnected", self, "disconnect_player")
get_tree().connect("network_peer_disconnected", self, "unregister_player")
get_tree().connect("network_peer_connected", self, "register_player")
# get_tree().connect("connected_to_server", self, "_on_connect")
# func connect_global_server(): TODO
@ -60,11 +60,13 @@ func start_server(port, server_playing=false):
get_tree().set_network_peer(peer)
# As soon as we're listening, let the matchmaker know
_connect_to_matchmaker(port)
if not util.args.get_value("-silent"):
register_player(get_tree().get_network_unique_id())
# is_connected = true TODO
# get_node("CustomGame/Server").set_text("Serving!")
# get_node("JoinedGameLobby").show()
# if "start_game" in my_info and my_info.start_game: TODO
# start_game()
if util.args.get_value("-start-game"):
start_game()
sync func start_game(level):
print(var2str(players))
@ -81,8 +83,11 @@ func disconnect_player(id):
# rpc_id(1, "start_game")
# is_connected = true TODO
remote func _register_player(new_peer):
players[new_peer] = {}
remote func register_player(new_peer):
var info = {}
info.is_right_team = right_team_next
right_team_next = not right_team_next
players[new_peer] = info
if get_tree().is_network_server():
# I tell new player about all the existing people
rset_id(new_peer, "players", players)
@ -106,9 +111,19 @@ remote func _register_player(new_peer):
# rpc_id(new_peer, "_pre_configure_game", my_info.level)
# rpc_id(new_peer, "_post_configure_game")
sync func _unregister_player(peer):
sync func unregister_player(peer):
players.erase(peer)
get_node("/root/Level/Players/%d" % peer).queue_free()
if begun:
get_node("/root/Level/Players/%d" % peer).queue_free()
func set_spectating(spectating):
var id = get_tree().get_network_unique_id()
if spectating:
if players[id]:
unregister_player(id)
else:
if not players[id]:
register_player(id)
sync func _spawn_player(p):
var hero = 0


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