Files
godot-demo-projects/networking/webrtc_signaling/client/multiplayer_client.gd
Hugo Locurcio bac1e69164 Use static typing in all demos (#1063)
This leads to code that is easier to understand and runs
faster thanks to GDScript's typed instructions.

The untyped declaration warning is now enabled on all projects
where type hints were added. All projects currently run without
any untyped declration warnings.

Dodge the Creeps and Squash the Creeps demos intentionally don't
use type hints to match the documentation, where type hints haven't
been adopted yet (given its beginner focus).
2024-06-01 12:12:18 +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: int) -> 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: int) -> 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)