Files
godot-demo-projects/networking/webrtc_signaling/client/multiplayer_client.gd
2024-07-28 01:35:33 +02:00

115 lines
3.1 KiB
GDScript

extends "ws_webrtc_client.gd"
var rtc_mp := WebRTCMultiplayerPeer.new()
var sealed := false
func _init() -> void:
connected.connect(_connected)
disconnected.connect(_disconnected)
offer_received.connect(_offer_received)
answer_received.connect(_answer_received)
candidate_received.connect(_candidate_received)
lobby_joined.connect(_lobby_joined)
lobby_sealed.connect(_lobby_sealed)
peer_connected.connect(_peer_connected)
peer_disconnected.connect(_peer_disconnected)
func start(url: String, _lobby: String = "", _mesh: bool = true) -> void:
stop()
sealed = false
mesh = _mesh
lobby = _lobby
connect_to_url(url)
func stop() -> void:
multiplayer.multiplayer_peer = null
rtc_mp.close()
close()
func _create_peer(id: int) -> WebRTCPeerConnection:
var peer: WebRTCPeerConnection = WebRTCPeerConnection.new()
# Use a public STUN server for moderate NAT traversal.
# Note that STUN cannot punch through strict NATs (such as most mobile connections),
# in which case TURN is required. TURN generally does not have public servers available,
# as it requires much greater resources to host (all traffic goes through
# the TURN server, instead of only performing the initial connection).
peer.initialize({
"iceServers": [ { "urls": ["stun:stun.l.google.com:19302"] } ]
})
peer.session_description_created.connect(_offer_created.bind(id))
peer.ice_candidate_created.connect(_new_ice_candidate.bind(id))
rtc_mp.add_peer(peer, id)
if id < rtc_mp.get_unique_id(): # So lobby creator never creates offers.
peer.create_offer()
return peer
func _new_ice_candidate(mid_name: String, index_name: int, sdp_name: String, id: int) -> void:
send_candidate(id, mid_name, index_name, sdp_name)
func _offer_created(type: String, data: String, id: int) -> void:
if not rtc_mp.has_peer(id):
return
print("created", type)
rtc_mp.get_peer(id).connection.set_local_description(type, data)
if type == "offer": send_offer(id, data)
else: send_answer(id, data)
func _connected(id: int, use_mesh: bool) -> void:
print("Connected %d, mesh: %s" % [id, use_mesh])
if use_mesh:
rtc_mp.create_mesh(id)
elif id == 1:
rtc_mp.create_server()
else:
rtc_mp.create_client(id)
multiplayer.multiplayer_peer = rtc_mp
func _lobby_joined(_lobby: String) -> void:
lobby = _lobby
func _lobby_sealed() -> void:
sealed = true
func _disconnected() -> void:
print("Disconnected: %d: %s" % [code, reason])
if not sealed:
stop() # Unexpected disconnect
func _peer_connected(id: int) -> void:
print("Peer connected: %d" % id)
_create_peer(id)
func _peer_disconnected(id: int) -> void:
if rtc_mp.has_peer(id):
rtc_mp.remove_peer(id)
func _offer_received(id: int, offer: String) -> void:
print("Got offer: %d" % id)
if rtc_mp.has_peer(id):
rtc_mp.get_peer(id).connection.set_remote_description("offer", offer)
func _answer_received(id: int, answer: String) -> void:
print("Got answer: %d" % id)
if rtc_mp.has_peer(id):
rtc_mp.get_peer(id).connection.set_remote_description("answer", answer)
func _candidate_received(id: int, mid: String, index: int, sdp: String) -> void:
if rtc_mp.has_peer(id):
rtc_mp.get_peer(id).connection.add_ice_candidate(mid, index, sdp)