From 3e16c84a2b16c774074b0a480ef8a82544bb825f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Sun, 18 Sep 2016 09:16:47 +0200 Subject: [PATCH] simple multiplayer: Simplify some redundant calls --- networking/simple_multiplayer/gamestate.gd | 18 ++++++++++-------- networking/simple_multiplayer/lobby.gd | 3 +-- 2 files changed, 11 insertions(+), 10 deletions(-) diff --git a/networking/simple_multiplayer/gamestate.gd b/networking/simple_multiplayer/gamestate.gd index 674beca9..bf48788c 100644 --- a/networking/simple_multiplayer/gamestate.gd +++ b/networking/simple_multiplayer/gamestate.gd @@ -3,6 +3,9 @@ extends Node # Default game port const DEFAULT_PORT = 10567 +# Max number of players +const MAX_PEERS = 12 + # Name for my player var player_name = "The Warrior" @@ -55,11 +58,10 @@ func _connected_fail(): remote func register_player(id, name): if (get_tree().is_network_server()): - # If we are the server, let everyone know about the new players + # If we are the server, let everyone know about the new player rpc_id(id, "register_player", 1, player_name) # Send myself to new dude for p_id in players: # Then, for each remote player rpc_id(id, "register_player", p_id, players[p_id]) # Send player to new dude - rpc_id(p_id, "register_player", id, name) # Send new dude to player players[id] = name emit_signal("player_list_changed") @@ -77,21 +79,21 @@ remote func pre_start_game(spawn_points): var player_scene = load("res://player.tscn") - for p in spawn_points: - var spawn_pos = world.get_node("spawn_points/" + str(spawn_points[p])).get_pos() + for p_id in spawn_points: + var spawn_pos = world.get_node("spawn_points/" + str(spawn_points[p_id])).get_pos() var player = player_scene.instance() - player.set_name(str(p)) # Use unique ID as node name + player.set_name(str(p_id)) # Use unique ID as node name player.set_pos(spawn_pos) - if (p == get_tree().get_network_unique_id()): + if (p_id == get_tree().get_network_unique_id()): # If node for this peer id, set master player.set_network_mode(NETWORK_MODE_MASTER) player.set_player_name(player_name) else: # Otherwise set slave player.set_network_mode(NETWORK_MODE_SLAVE) - player.set_player_name(players[p]) + player.set_player_name(players[p_id]) world.get_node("players").add_child(player) @@ -125,7 +127,7 @@ remote func ready_to_start(id): func host_game(name): player_name = name var host = NetworkedMultiplayerENet.new() - host.create_server(DEFAULT_PORT, 4) + host.create_server(DEFAULT_PORT, MAX_PEERS) get_tree().set_network_peer(host) func join_game(ip, name): diff --git a/networking/simple_multiplayer/lobby.gd b/networking/simple_multiplayer/lobby.gd index 389ac445..28770ded 100644 --- a/networking/simple_multiplayer/lobby.gd +++ b/networking/simple_multiplayer/lobby.gd @@ -34,11 +34,10 @@ func _on_join_pressed(): get_node("connect/error_label").set_text("") get_node("connect/host").set_disabled(true) get_node("connect/join").set_disabled(true) - get_node("players/start").set_disabled(true) var name = get_node("connect/name").get_text() gamestate.join_game(ip, name) - refresh_lobby() + # refresh_lobby() gets called by the player_list_changed signal func _on_connection_success(): get_node("connect").hide()