Updated Multiplayer Pong C# to Godot 4.2 (#1045)

This commit is contained in:
Allyson Chan
2025-10-02 01:12:04 -04:00
committed by GitHub
parent 05aeb11de9
commit 0cff177d59
8 changed files with 85 additions and 80 deletions

View File

@@ -1,6 +1,9 @@
<Project Sdk="Godot.NET.Sdk/4.0.0-dev5">
<Project Sdk="Godot.NET.Sdk/4.2.0">
<PropertyGroup>
<TargetFramework>net472</TargetFramework>
<RootNamespace>PongMultiplayer</RootNamespace>
<TargetFramework>net6.0</TargetFramework>
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net7.0</TargetFramework>
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
<RootNamespace>PongMultiplayerwithC</RootNamespace>
</PropertyGroup>
</Project>

View File

@@ -1,6 +1,6 @@
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Pong Multiplayer with C#", "Pong Multiplayer with C#.csproj", "{4BB6C2D0-FC11-466E-8C73-8DAD689F135A}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Pong Multiplayer with C#", "Pong Multiplayer with C#.csproj", "{58FECEC2-0618-4042-81F2-4EDD7982C229}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
@@ -9,11 +9,11 @@ Global
ExportRelease|Any CPU = ExportRelease|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{4BB6C2D0-FC11-466E-8C73-8DAD689F135A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{4BB6C2D0-FC11-466E-8C73-8DAD689F135A}.Debug|Any CPU.Build.0 = Debug|Any CPU
{4BB6C2D0-FC11-466E-8C73-8DAD689F135A}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
{4BB6C2D0-FC11-466E-8C73-8DAD689F135A}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
{4BB6C2D0-FC11-466E-8C73-8DAD689F135A}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
{4BB6C2D0-FC11-466E-8C73-8DAD689F135A}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
{58FECEC2-0618-4042-81F2-4EDD7982C229}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{58FECEC2-0618-4042-81F2-4EDD7982C229}.Debug|Any CPU.Build.0 = Debug|Any CPU
{58FECEC2-0618-4042-81F2-4EDD7982C229}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
{58FECEC2-0618-4042-81F2-4EDD7982C229}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
{58FECEC2-0618-4042-81F2-4EDD7982C229}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
{58FECEC2-0618-4042-81F2-4EDD7982C229}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
EndGlobalSection
EndGlobal

View File

@@ -1,8 +1,10 @@
[gd_scene load_steps=2 format=2]
[gd_scene load_steps=2 format=3 uid="uid://bxj0km4t28u17"]
[ext_resource path="res://logic/Lobby.cs" type="Script" id=1]
[ext_resource type="Script" path="res://logic/Lobby.cs" id="1"]
[node name="Lobby" type="Control"]
layout_mode = 3
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
@@ -11,13 +13,13 @@ offset_left = -320.0
offset_top = -200.0
offset_right = 320.0
offset_bottom = 200.0
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 2
size_flags_vertical = 2
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Title" type="Label" parent="."]
layout_mode = 0
offset_left = 210.0
offset_top = 40.0
offset_right = 430.0
@@ -25,22 +27,19 @@ offset_bottom = 80.0
size_flags_horizontal = 2
size_flags_vertical = 0
text = "Multiplayer Pong"
align = 1
valign = 1
[node name="LobbyPanel" type="Panel" parent="."]
layout_mode = 0
offset_left = 210.0
offset_top = 160.0
offset_right = 430.0
offset_bottom = 270.0
size_flags_horizontal = 2
size_flags_vertical = 2
script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}
script = ExtResource("1")
[node name="AddressLabel" type="Label" parent="LobbyPanel"]
layout_mode = 0
offset_left = 10.0
offset_top = 10.0
offset_right = 62.0
@@ -50,6 +49,7 @@ size_flags_vertical = 0
text = "Address"
[node name="Address" type="LineEdit" parent="LobbyPanel"]
layout_mode = 0
offset_left = 10.0
offset_top = 30.0
offset_right = 210.0
@@ -59,6 +59,7 @@ size_flags_vertical = 2
text = "127.0.0.1"
[node name="HostButton" type="Button" parent="LobbyPanel"]
layout_mode = 0
offset_left = 10.0
offset_top = 60.0
offset_right = 90.0
@@ -68,6 +69,7 @@ size_flags_vertical = 2
text = "Host"
[node name="JoinButton" type="Button" parent="LobbyPanel"]
layout_mode = 0
offset_left = 130.0
offset_top = 60.0
offset_right = 210.0
@@ -75,29 +77,24 @@ offset_bottom = 80.0
size_flags_horizontal = 2
size_flags_vertical = 2
text = "Join"
__meta__ = {
"_edit_use_anchors_": false
}
[node name="StatusOk" type="Label" parent="LobbyPanel"]
layout_mode = 0
offset_left = 10.0
offset_top = 90.0
offset_right = 210.0
offset_bottom = 104.0
size_flags_horizontal = 2
size_flags_vertical = 0
custom_colors/font_color = Color(0, 1, 0.015625, 1)
align = 1
[node name="StatusFail" type="Label" parent="LobbyPanel"]
layout_mode = 0
offset_left = 10.0
offset_top = 90.0
offset_right = 210.0
offset_bottom = 104.0
size_flags_horizontal = 2
size_flags_vertical = 0
custom_colors/font_color = Color(1, 0, 0, 1)
align = 1
[connection signal="pressed" from="LobbyPanel/HostButton" to="LobbyPanel" method="OnHostPressed"]
[connection signal="pressed" from="LobbyPanel/JoinButton" to="LobbyPanel" method="OnJoinPressed"]

View File

@@ -7,7 +7,7 @@ public partial class Ball : Area2D
private Vector2 _direction = Vector2.Left;
private bool _stopped = false;
private float _speed = DefaultSpeed;
private double _speed = DefaultSpeed;
private Vector2 _screenSize;
// Called when the node enters the scene tree for the first time.
@@ -17,7 +17,7 @@ public partial class Ball : Area2D
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(float delta)
public override void _Process(double delta)
{
_speed += delta;
// Ball will move normally for both players,
@@ -25,36 +25,36 @@ public partial class Ball : Area2D
// so each player sees the motion as smooth and not jerky.
if (!_stopped)
{
Translate(_speed * delta * _direction);
Translate((float)(_speed * delta) * _direction);
}
// Check screen bounds to make ball bounce.
var ballPosition = Position;
if ((ballPosition.y < 0 && _direction.y < 0) || (ballPosition.y > _screenSize.y && _direction.y > 0))
if ((ballPosition.Y < 0 && _direction.Y < 0) || (ballPosition.Y > _screenSize.Y && _direction.Y > 0))
{
_direction.y = -_direction.y;
_direction.Y = -_direction.Y;
}
if (IsNetworkMaster())
if (IsMultiplayerAuthority())
{
// Only the master will decide when the ball is out in
// the left side (it's own side). This makes the game
// playable even if latency is high and ball is going
// fast. Otherwise ball might be out in the other
// Only the server (Multiplayer Authority) will decide
// when the ball is out in the left side (it's own side).
// This makes the game playable even if latency is high and
// ball is going fast. Otherwise ball might be out in the other
// player's screen but not this one.
if (ballPosition.x < 0)
if (ballPosition.X < 0)
{
GetParent().Rpc("UpdateScore", false);
Rpc("ResetBall", false);
}
else
{
// Only the puppet will decide when the ball is out in
// Only the peer will decide when the ball is out in
// the right side, which is it's own side. This makes
// the game playable even if latency is high and ball
// is going fast. Otherwise ball might be out in the
// other player's screen but not this one.
if (ballPosition.x > _screenSize.x)
if (ballPosition.X > _screenSize.X)
{
GetParent().Rpc("UpdateScore", true);
Rpc("ResetBall", true);
@@ -63,31 +63,31 @@ public partial class Ball : Area2D
}
}
[Sync]
[Rpc(mode: MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
private void Bounce(bool left, float random)
{
// Using sync because both players can make it bounce.
if (left)
{
_direction.x = Mathf.Abs(_direction.x);
_direction.X = Mathf.Abs(_direction.X);
}
else
{
_direction.x = -Mathf.Abs(_direction.x);
_direction.X = -Mathf.Abs(_direction.X);
}
_speed *= 1.1f;
_direction.y = random * 2.0f - 1;
_direction.Y = random * 2.0f - 1;
_direction = _direction.Normalized();
}
[Sync]
[Rpc(mode: MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
private void Stop()
{
_stopped = true;
}
[Sync]
[Rpc(mode: MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
private void ResetBall(bool forLeft)
{
Position = _screenSize / 2;

View File

@@ -12,7 +12,7 @@ public partial class Lobby : Control
private Button _joinButton;
private Label _statusOk;
private Label _statusFail;
private NetworkedMultiplayerENet _peer;
private ENetMultiplayerPeer _peer;
public override void _Ready()
{
@@ -25,11 +25,11 @@ public partial class Lobby : Control
// Connect all callbacks related to networking.
// Note: Use snake_case when talking to engine API.
GetTree().Connect("network_peer_connected", this, nameof(PlayerConnected));
GetTree().Connect("network_peer_disconnected", this, nameof(PlayerDisconnected));
GetTree().Connect("connected_to_server", this, nameof(ConnectedOk));
GetTree().Connect("connection_failed", this, nameof(ConnectedFail));
GetTree().Connect("server_disconnected", this, nameof(ServerDisconnected));
GetTree().GetMultiplayer().Connect("peer_connected", new Callable(this, nameof(PlayerConnected)));
GetTree().GetMultiplayer().Connect("peer_disconnected", new Callable(this, nameof(PlayerDisconnected)));
GetTree().GetMultiplayer().Connect("connected_to_server", new Callable(this, nameof(ConnectedOk)));
GetTree().GetMultiplayer().Connect("connection_failed", new Callable(this, nameof(ConnectedFail)));
GetTree().GetMultiplayer().Connect("server_disconnected", new Callable(this, nameof(ServerDisconnected)));
}
// Network callbacks from SceneTree
@@ -41,7 +41,7 @@ public partial class Lobby : Control
var pong = ResourceLoader.Load<PackedScene>("res://pong.tscn").Instantiate();
// Connect deferred so we can safely erase it from the callback.
pong.Connect("GameFinished", this, nameof(EndGame), new Godot.Collections.Array(), (int) ConnectFlags.Deferred);
pong.Connect("GameFinished", new Callable(this, nameof(EndGame)), (int) ConnectFlags.Deferred);
GetTree().Root.AddChild(pong);
Hide();
@@ -49,7 +49,7 @@ public partial class Lobby : Control
private void PlayerDisconnected(int id)
{
EndGame(GetTree().IsNetworkServer() ? "Client disconnected" : "Server disconnected");
EndGame(GetTree().GetMultiplayer().IsServer() ? "Client disconnected" : "Server disconnected");
}
// Callback from SceneTree, only for clients (not server).
@@ -63,7 +63,7 @@ public partial class Lobby : Control
{
SetStatus("Couldn't connect", false);
GetTree().NetworkPeer = null; // Remove peer.
GetTree().GetMultiplayer().MultiplayerPeer = null; // Remove peer.
_hostButton.Disabled = false;
_joinButton.Disabled = false;
}
@@ -85,7 +85,7 @@ public partial class Lobby : Control
Show();
}
GetTree().NetworkPeer = null; // Remove peer.
GetTree().GetMultiplayer().MultiplayerPeer = null; // Remove peer.
_hostButton.Disabled = false;
_joinButton.Disabled = false;
@@ -109,8 +109,7 @@ public partial class Lobby : Control
private void OnHostPressed()
{
_peer = new NetworkedMultiplayerENet();
_peer.CompressionMode = NetworkedMultiplayerENet.CompressionModeEnum.RangeCoder;
_peer = new ENetMultiplayerPeer();
Error err = _peer.CreateServer(DefaultPort, MaxNumberOfPeers);
if (err != Error.Ok)
{
@@ -119,7 +118,9 @@ public partial class Lobby : Control
return;
}
GetTree().NetworkPeer = _peer;
_peer.Host.Compress(ENetConnection.CompressionMode.RangeCoder);
GetTree().GetMultiplayer().MultiplayerPeer = _peer;
_hostButton.Disabled = true;
_joinButton.Disabled = true;
SetStatus("Waiting for player...", true);
@@ -134,10 +135,11 @@ public partial class Lobby : Control
return;
}
_peer = new NetworkedMultiplayerENet();
_peer.CompressionMode = NetworkedMultiplayerENet.CompressionModeEnum.RangeCoder;
_peer = new ENetMultiplayerPeer();
_peer.CreateClient(ip, DefaultPort);
GetTree().NetworkPeer = _peer;
_peer.Host.Compress(ENetConnection.CompressionMode.RangeCoder);
GetTree().GetMultiplayer().MultiplayerPeer = _peer;
SetStatus("Connecting...", true);
}
}

View File

@@ -13,16 +13,15 @@ public partial class Paddle : Area2D
public override void _Ready()
{
_screenSizeY = GetViewportRect().Size.y;
_screenSizeY = GetViewportRect().Size.Y;
}
public override void _Process(float delta)
public override void _Process(double delta)
{
// Is the master of the paddle.
if (IsNetworkMaster())
if (IsMultiplayerAuthority())
{
_motion = Input.GetActionStrength("move_down") - Input.GetActionStrength("move_up");
if (!_youHidden && _motion != 0)
{
HideYouLabel();
@@ -32,7 +31,7 @@ public partial class Paddle : Area2D
// Using unreliable to make sure position is updated as fast as possible,
// even if one of the calls is dropped
RpcUnreliable(nameof(SetPosAndMotion), Position, _motion);
Rpc(nameof(SetPosAndMotion), Position, _motion);
}
else
{
@@ -41,13 +40,13 @@ public partial class Paddle : Area2D
HideYouLabel();
}
}
Translate(new Vector2(0, _motion * delta));
Translate(new Vector2(0, _motion * (float)delta));
// Set screen limits. Can't modify structs directly, so we create a new one.
Position = new Vector2(Position.x, Mathf.Clamp(Position.y, 16, _screenSizeY - 16));
Position = new Vector2(Position.X, Mathf.Clamp(Position.Y, 16, _screenSizeY - 16));
}
[Puppet]
[Rpc(TransferMode = MultiplayerPeer.TransferModeEnum.Unreliable)]
private void SetPosAndMotion(Vector2 pos, float motion)
{
Position = pos;
@@ -62,7 +61,7 @@ public partial class Paddle : Area2D
private void OnPaddleAreaEnter(Area2D area)
{
if (IsNetworkMaster())
if (IsMultiplayerAuthority())
{
area.Rpc("Bounce", _left, GD.Randf());
}

View File

@@ -4,9 +4,9 @@ using System;
public partial class Pong : Node2D
{
[Signal]
private delegate void GameFinished(string withError);
public delegate void GameFinishedEventHandler(string withError);
private const int ScoreToWin = 10;
private const int ScoreToWin = 3;
private int _scoreLeft = 0;
private int _scoreRight = 0;
@@ -28,19 +28,19 @@ public partial class Pong : Node2D
// By default, all nodes in server inherit from master,
// while all nodes in clients inherit from puppet.
// SetNetworkMaster is tree-recursive by default.
if (GetTree().IsNetworkServer())
if (GetTree().GetMultiplayer().IsServer())
{
_playerTwo.SetNetworkMaster(GetTree().GetNetworkConnectedPeers()[0]);
_playerTwo.SetMultiplayerAuthority(GetTree().GetMultiplayer().GetPeers()[0]);
}
else
{
_playerTwo.SetNetworkMaster(GetTree().GetNetworkUniqueId());
_playerTwo.SetMultiplayerAuthority(GetTree().GetMultiplayer().GetUniqueId());
}
GD.Print("Unique id: ", GetTree().GetNetworkUniqueId());
GD.Print("Unique id: ", GetTree().GetMultiplayer().GetUniqueId());
}
[Sync]
[Rpc(CallLocal = true)]
private void UpdateScore(bool addToLeft)
{
if (addToLeft)

View File

@@ -16,7 +16,7 @@ One of the players should press 'host', while the
other should select the address and press 'join'."
config/tags=PackedStringArray("2d", "demo", "network", "official")
run/main_scene="res://lobby.tscn"
config/features=PackedStringArray("4.4")
config/features=PackedStringArray("4.4", "C#")
config/icon="res://icon.webp"
[display]
@@ -26,6 +26,10 @@ window/size/viewport_height=400
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
[dotnet]
project/assembly_name="Pong Multiplayer with C#"
[input]
move_down={