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