Files
godot-demo-projects/networking/multiplayer_bomber/gamestate.gd

157 lines
4.4 KiB
GDScript

extends Node
# Default game server port. Can be any number between 1024 and 49151.
# Not on the list of registered or common ports as of May 2024:
# https://en.wikipedia.org/wiki/List_of_TCP_and_UDP_port_numbers
const DEFAULT_PORT = 10567
## The maximum number of players.
const MAX_PEERS = 12
var peer: ENetMultiplayerPeer
## Our local player's name.
var player_name := "The Warrior"
# Names for remote players in id:name format.
var players := {}
var players_ready: Array[int] = []
# Signals to let lobby GUI know what's going on.
signal player_list_changed()
signal connection_failed()
signal connection_succeeded()
signal game_ended()
signal game_error(what: int)
# Callback from SceneTree.
func _player_connected(id: int) -> void:
# Registration of a client beings here, tell the connected player that we are here.
register_player.rpc_id(id, player_name)
# Callback from SceneTree.
func _player_disconnected(id: int) -> void:
if has_node("/root/World"):
# Game is in progress.
if multiplayer.is_server():
game_error.emit("Player " + players[id] + " disconnected")
end_game()
else:
# Game is not in progress.
# Unregister this player.
unregister_player(id)
# Callback from SceneTree, only for clients (not server).
func _connected_ok() -> void:
# We just connected to a server
connection_succeeded.emit()
# Callback from SceneTree, only for clients (not server).
func _server_disconnected() -> void:
game_error.emit("Server disconnected")
end_game()
# Callback from SceneTree, only for clients (not server).
func _connected_fail() -> void:
multiplayer.set_multiplayer_peer(null) # Remove peer
connection_failed.emit()
# Lobby management functions.
@rpc("any_peer")
func register_player(new_player_name: String) -> void:
var id := multiplayer.get_remote_sender_id()
players[id] = new_player_name
player_list_changed.emit()
func unregister_player(id: int) -> void:
players.erase(id)
player_list_changed.emit()
@rpc("call_local")
func load_world() -> void:
# Change scene.
var world: Node2D = load("res://world.tscn").instantiate()
get_tree().get_root().add_child(world)
get_tree().get_root().get_node("Lobby").hide()
# Set up score.
world.get_node("Score").add_player(multiplayer.get_unique_id(), player_name)
for pn: int in players:
world.get_node("Score").add_player(pn, players[pn])
# Unpause and unleash the game!
get_tree().paused = false
func host_game(new_player_name: String) -> void:
player_name = new_player_name
peer = ENetMultiplayerPeer.new()
peer.create_server(DEFAULT_PORT, MAX_PEERS)
multiplayer.set_multiplayer_peer(peer)
func join_game(ip: String, new_player_name: String) -> void:
player_name = new_player_name
peer = ENetMultiplayerPeer.new()
peer.create_client(ip, DEFAULT_PORT)
multiplayer.set_multiplayer_peer(peer)
func get_player_list() -> Array:
return players.values()
func begin_game() -> void:
assert(multiplayer.is_server())
load_world.rpc()
var world: Node2D = get_tree().get_root().get_node("World")
var player_scene: PackedScene = load("res://player.tscn")
# Create a dictionary with peer ID. and respective spawn points.
# TODO: This could be improved by randomizing spawn points for players.
var spawn_points := {}
spawn_points[1] = 0 # Server in spawn point 0.
var spawn_point_idx := 1
for p: int in players:
spawn_points[p] = spawn_point_idx
spawn_point_idx += 1
for p_id: int in spawn_points:
var spawn_pos: Vector2 = world.get_node("SpawnPoints/" + str(spawn_points[p_id])).position
var player := player_scene.instantiate()
player.synced_position = spawn_pos
player.name = str(p_id)
world.get_node("Players").add_child(player)
# The RPC must be called after the player is added to the scene tree.
player.set_player_name.rpc(player_name if p_id == multiplayer.get_unique_id() else players[p_id])
func end_game() -> void:
if has_node("/root/World"):
# If the game is in progress, end it.
get_node("/root/World").queue_free()
game_ended.emit()
players.clear()
func _ready() -> void:
multiplayer.peer_connected.connect(_player_connected)
multiplayer.peer_disconnected.connect(_player_disconnected)
multiplayer.connected_to_server.connect(_connected_ok)
multiplayer.connection_failed.connect(_connected_fail)
multiplayer.server_disconnected.connect(_server_disconnected)
## Returns an unique-looking player color based on the name's hash.
func get_player_color(p_name: String) -> Color:
return Color.from_hsv(wrapf(p_name.hash() * 0.001, 0.0, 1.0), 0.6, 1.0)