Files
godot-demo-projects/networking/multiplayer_pong/logic/lobby.gd
A Thousand Ships 82913393a8 Improve code style (#1021)
* Remove unnecessary use of `self`
* Connect to signals directly over `connect("name")`
* Use `call_deferred` on callables over `call_deferred("name"))`
* Emit signals directly over `emit_signal("name"...)`
2024-03-25 17:06:52 +01:00

124 lines
3.4 KiB
GDScript

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(_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)
#### 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(_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/")