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- extends Control
- # Default game server port. Can be any number between 1024 and 49151.
- # Not present on the list of registered or common ports as of December 2022:
- # https://en.wikipedia.org/wiki/List_of_TCP_and_UDP_port_numbers
- const DEFAULT_PORT = 8910
- @onready var address = $Address
- @onready var host_button = $HostButton
- @onready var join_button = $JoinButton
- @onready var status_ok = $StatusOk
- @onready var status_fail = $StatusFail
- @onready var port_forward_label = $PortForward
- @onready var find_public_ip_button = $FindPublicIP
- var peer = null
- func _ready():
- # Connect all the callbacks related to networking.
- multiplayer.peer_connected.connect(self._player_connected)
- multiplayer.peer_disconnected.connect(self._player_disconnected)
- multiplayer.connected_to_server.connect(self._connected_ok)
- multiplayer.connection_failed.connect(self._connected_fail)
- multiplayer.server_disconnected.connect(self._server_disconnected)
- #### Network callbacks from SceneTree ####
- # Callback from SceneTree.
- func _player_connected(_id):
- # Someone connected, start the game!
- var pong = load("res://pong.tscn").instantiate()
- # Connect deferred so we can safely erase it from the callback.
- pong.game_finished.connect(self._end_game, CONNECT_DEFERRED)
- get_tree().get_root().add_child(pong)
- hide()
- func _player_disconnected(_id):
- if multiplayer.is_server():
- _end_game("Client disconnected")
- else:
- _end_game("Server disconnected")
- # Callback from SceneTree, only for clients (not server).
- func _connected_ok():
- pass # This function is not needed for this project.
- # Callback from SceneTree, only for clients (not server).
- func _connected_fail():
- _set_status("Couldn't connect.", false)
- multiplayer.set_multiplayer_peer(null) # Remove peer.
- host_button.set_disabled(false)
- join_button.set_disabled(false)
- func _server_disconnected():
- _end_game("Server disconnected.")
- ##### Game creation functions ######
- func _end_game(with_error = ""):
- if has_node("/root/Pong"):
- # Erase immediately, otherwise network might show
- # errors (this is why we connected deferred above).
- get_node(^"/root/Pong").free()
- show()
- multiplayer.set_multiplayer_peer(null) # Remove peer.
- host_button.set_disabled(false)
- join_button.set_disabled(false)
- _set_status(with_error, false)
- func _set_status(text, isok):
- # Simple way to show status.
- if isok:
- status_ok.set_text(text)
- status_fail.set_text("")
- else:
- status_ok.set_text("")
- status_fail.set_text(text)
- func _on_host_pressed():
- peer = ENetMultiplayerPeer.new()
- var err = peer.create_server(DEFAULT_PORT, 1) # Maximum of 1 peer, since it's a 2-player game.
- if err != OK:
- # Is another server running?
- _set_status("Can't host, address in use.",false)
- return
- peer.get_host().compress(ENetConnection.COMPRESS_RANGE_CODER)
- multiplayer.set_multiplayer_peer(peer)
- host_button.set_disabled(true)
- join_button.set_disabled(true)
- _set_status("Waiting for player...", true)
- # Only show hosting instructions when relevant.
- port_forward_label.visible = true
- find_public_ip_button.visible = true
- func _on_join_pressed():
- var ip = address.get_text()
- if not ip.is_valid_ip_address():
- _set_status("IP address is invalid.", false)
- return
- peer = ENetMultiplayerPeer.new()
- peer.create_client(ip, DEFAULT_PORT)
- peer.get_host().compress(ENetConnection.COMPRESS_RANGE_CODER)
- multiplayer.set_multiplayer_peer(peer)
- _set_status("Connecting...", true)
- func _on_find_public_ip_pressed():
- OS.shell_open("https://icanhazip.com/")
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