extends Node func connect_global_server(): ip = global_server_ip _client_init() slave func client_init(given_port=null): collect_info() var peer = NetworkedMultiplayerENet.new() if not ip: ip = get_node("CustomGame/IP").get_text() ip = IP.resolve_hostname(ip) if given_port: port = given_port print("Connecting to " + ip + ":" + str(port)) peer.create_client(ip, port) get_tree().set_network_peer(peer) get_node("CustomGame/Client").set_text("Clienting!") func singleplayer_init(): collect_info() var peer = NetworkedMultiplayerENet.new() peer.create_server(port, 1) get_tree().set_network_peer(peer) player_info[1] = my_info start_game() func server_init(): collect_info() var peer = NetworkedMultiplayerENet.new() print("Starting server on port " + str(port)) peer.create_server(port, matchmaking.GAME_SIZE) get_tree().set_network_peer(peer) # As soon as we're listening, let the matchmaker know var matchmaker_peer = StreamPeerTCP.new() matchmaker_peer.connect_to_host("127.0.0.1", matchmaking.SERVER_TO_SERVER_PORT) matchmaker_tcp = PacketPeerStream.new() matchmaker_tcp.set_stream_peer(matchmaker_peer) # matchmaker_tcp.put_packet([matchmaking.messages.ready_to_connect, port]) matchmaker_tcp.put_var(matchmaking.messages.ready_to_connect) matchmaker_tcp.put_var(port) is_connected = true get_node("CustomGame/Server").set_text("Serving!") get_node("JoinedGameLobby").show() if server_playing: player_info[1] = my_info if "start_game" in my_info and my_info.start_game: start_game() func matchmaker_init(): matchmaking.run_matchmaker() func player_disconnected(id): if get_tree().is_network_server(): rpc("unregister_player", id) call_deferred("render_player_list") func player_connected(): rpc("register_player", get_tree().get_network_unique_id(), my_info) if "start_game" in my_info and my_info.start_game: rpc_id(1, "start_game") get_node("JoinedGameLobby").show() is_connected = true 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: 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) if begun: rpc_id(old_peer, "spawn_player", new_peer) rpc_id(old_peer, "begin_player_deferred", new_peer) # Spawning is deferred if not server_playing: # We didn't catch this in player_info rpc_id(1, "spawn_player", new_peer) rpc_id(1, "begin_player_deferred", new_peer) # Spawning is deferred var assign_right_team = right_team_count * 2 < player_info.size() rpc("assign_team", new_peer, assign_right_team) if not begun and player_info.size() == matchmaking.GAME_SIZE: start_game() if begun: rpc_id(new_peer, "pre_configure_game", my_info.level) rpc_id(new_peer, "post_configure_game") sync func unregister_player(peer): player_info.erase(peer) get_node("/root/Level/Players/%d" % peer).queue_free() 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("PlayerSettings/Team").set_text("Right Team") else: get_node("PlayerSettings/Team").set_text("Left Team") render_player_list() sync func start_game(): my_info.level = get_node("CustomGame/LevelSelect").get_selected_id() rpc("pre_configure_game", my_info.level) sync func done_preconfiguring(who): players_done.append(who) if players_done.size() == player_info.size(): # We call deferred in case singleplayer has placing the player in queue still call_deferred("rpc", "post_configure_game") sync func spawn_player(p): 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) player.player_info = player_info[p] get_node("/root/Level/Players").call_deferred("add_child", player) sync func pre_configure_game(level): begun = true my_info.level = level # Remember the level for future player registration var self_peer_id = get_tree().get_network_unique_id() # Remove the interface so as to not fuck with things # But we still need the lobby alive to deal with networking! for element in get_node("/root/Lobby").get_children(): element.queue_free() var world = load("res://scenes/levels/%d.tscn" % level).instance() get_node("/root").add_child(world) # Load all players (including self) for p in player_info: player_info[p].level = level spawn_player(p) rpc_id(1, "done_preconfiguring", self_peer_id) func begin_player(peer): get_node("/root/Level/Players/%d" % peer).begin() remote func begin_player_deferred(peer): call_deferred("begin_player", peer) sync func reset_state(): players_done = [] get_node("/root/Level").queue_free() sync func post_configure_game(): # Begin all players (including self) for p in player_info: begin_player_deferred(p)