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