Files
godot-demo-projects/networking/webrtc_signaling/demo/client_ui.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

81 lines
2.1 KiB
GDScript

extends Control
@onready var client: Node = $Client
@onready var host: LineEdit = $VBoxContainer/Connect/Host
@onready var room: LineEdit = $VBoxContainer/Connect/RoomSecret
@onready var mesh: CheckBox = $VBoxContainer/Connect/Mesh
func _ready() -> void:
client.lobby_joined.connect(_lobby_joined)
client.lobby_sealed.connect(_lobby_sealed)
client.connected.connect(_connected)
client.disconnected.connect(_disconnected)
multiplayer.connected_to_server.connect(_mp_server_connected)
multiplayer.connection_failed.connect(_mp_server_disconnect)
multiplayer.server_disconnected.connect(_mp_server_disconnect)
multiplayer.peer_connected.connect(_mp_peer_connected)
multiplayer.peer_disconnected.connect(_mp_peer_disconnected)
@rpc("any_peer", "call_local")
func ping(argument: String) -> void:
_log("[Multiplayer] Ping from peer %d: arg: %s" % [multiplayer.get_remote_sender_id(), argument])
func _mp_server_connected() -> void:
_log("[Multiplayer] Server connected (I am %d)" % client.rtc_mp.get_unique_id())
func _mp_server_disconnect() -> void:
_log("[Multiplayer] Server disconnected (I am %d)" % client.rtc_mp.get_unique_id())
func _mp_peer_connected(id: int) -> void:
_log("[Multiplayer] Peer %d connected" % id)
func _mp_peer_disconnected(id: int) -> void:
_log("[Multiplayer] Peer %d disconnected" % id)
func _connected(id: int, use_mesh: bool) -> void:
_log("[Signaling] Server connected with ID: %d. Mesh: %s" % [id, use_mesh])
func _disconnected() -> void:
_log("[Signaling] Server disconnected: %d - %s" % [client.code, client.reason])
func _lobby_joined(lobby: String) -> void:
_log("[Signaling] Joined lobby %s" % lobby)
func _lobby_sealed() -> void:
_log("[Signaling] Lobby has been sealed")
func _log(msg: String) -> void:
print(msg)
$VBoxContainer/TextEdit.text += str(msg) + "\n"
func _on_peers_pressed() -> void:
_log(str(multiplayer.get_peers()))
func _on_ping_pressed() -> void:
ping.rpc(randf())
func _on_seal_pressed() -> void:
client.seal_lobby()
func _on_start_pressed() -> void:
client.start(host.text, room.text, mesh.button_pressed)
func _on_stop_pressed() -> void:
client.stop()