bugged-racing/network/multiplayer_controller.gd

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extends Node
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signal peers_updated
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const GUI_SCENE = "res://player/gui.tscn"
var enet_peer = NetworkedMultiplayerENet.new()
var peers = {}
var current_track: Node = null
var current_track_path: String
var current_vehicle: String
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var colors = [
Color.blue, Color.yellow, Color.green, Color.violet, Color.brown, Color.cyan, Color.orange
]
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class PeerInfo:
var id: int
var vehicle: String
var name: String
var spawned: bool
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var color: Color
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static func new_peer(
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new_id: int,
new_vehicle: String = "",
new_name: String = "",
new_spawned: bool = false,
new_color: Color = Color(1, 1, 1)
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) -> PeerInfo:
var new_instance = PeerInfo.new()
new_instance.id = new_id
new_instance.vehicle = new_vehicle
new_instance.name = new_name
new_instance.spawned = new_spawned
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new_instance.color = new_color
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return new_instance
func to_array() -> Array:
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return [id, vehicle, name, spawned, color]
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func from_array(data: Array) -> void:
self.id = data[0]
self.vehicle = data[1]
self.name = data[2]
self.spawned = data[3]
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self.color = data[4]
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func _ready():
enet_peer.connect("peer_connected", self, "_peer_connected")
enet_peer.connect("peer_disconnected", self, "_peer_disconnected")
get_tree().connect("connected_to_server", self, "_connected_to_server")
enet_peer.connect("server_disconnected", self, "_server_disconnected")
get_tree().connect("connection_failed", self, "_connection_failed")
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func is_online():
var network_peer = get_tree().get_network_peer()
if network_peer == null:
return false
return network_peer.get_connection_status() == NetworkedMultiplayerPeer.CONNECTION_CONNECTED
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func create_server(port, track, vehicle):
current_track_path = track
current_track = load(track).instance()
current_vehicle = vehicle
enet_peer.create_server(port, 2)
get_tree().network_peer = enet_peer
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peers[1] = PeerInfo.new_peer(
1, vehicle, GlobalSettings.multiplayer_name, true, get_next_color(1)
)
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create_player(1, vehicle)
get_tree().root.call_deferred("add_child", current_track)
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emit_signal("peers_updated")
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func create_client(address, port, vehicle):
current_vehicle = vehicle
enet_peer.create_client(address, port)
get_tree().network_peer = enet_peer
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peers[get_tree().get_network_unique_id()] = PeerInfo.new_peer(
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get_tree().get_network_unique_id(),
vehicle,
GlobalSettings.multiplayer_name,
true,
get_next_color(1)
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)
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emit_signal("peers_updated")
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func _peer_connected(peer_id):
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peers[peer_id] = PeerInfo.new_peer(peer_id, "", "", false, get_next_color(peer_id))
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rpc_id(
peer_id,
"add_player",
get_tree().get_network_unique_id(),
peers[get_tree().get_network_unique_id()].to_array()
)
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emit_signal("peers_updated")
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if get_tree().get_network_unique_id() == 1:
rpc_id(peer_id, "select_track", current_track_path)
func _peer_disconnected(peer_id):
peers.erase(peer_id)
destroy_player(peer_id)
func _connected_to_server():
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pass
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func _connection_failed():
current_track = null
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get_tree().network_peer = null
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_server_disconnected()
func _server_disconnected():
current_track = null
peers.clear()
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get_tree().network_peer = null
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get_tree().root.get_child(get_tree().root.get_child_count() - 1).queue_free()
get_tree().change_scene("res://menu/main_menu.tscn")
func create_player(peer_id, vehicle_path):
var vehicle = load(vehicle_path).instance()
var gui
if peer_id == get_tree().get_network_unique_id():
gui = load(GUI_SCENE).instance()
vehicle.connect("speed_updated", gui, "update_speed")
vehicle.connect("rpm_updated", gui, "update_rpm")
vehicle.connect("gear_updated", gui, "update_gear")
vehicle.set_network_master(peer_id)
vehicle.name = String(peer_id)
if peer_id == get_tree().get_network_unique_id():
current_track.call_deferred("spawn_player", vehicle, gui)
else:
current_track.call_deferred("spawn_vehicle", vehicle)
func destroy_player(peer_id):
current_track.remove_player(String(peer_id))
func quit():
enet_peer.close_connection()
current_track = null
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get_tree().network_peer = null
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peers.clear()
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remote func add_player(peer_id, peer_info: Array):
if peers[peer_id] == null:
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peers[peer_id] = PeerInfo.new_peer(peer_id, "", "", false, get_next_color(peer_id))
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if peers[peer_id].spawned == false:
peers[peer_id].from_array(peer_info)
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# Check for duplicate names on server side and update colors
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if get_tree().get_network_unique_id() == 1:
var names = []
for peer in peers:
if peer != peer_id:
names.append(peers[peer].name)
if names.has(peers[peer_id].name):
peers[peer_id].name = peers[peer_id].name + ("(%s)" % peer_id)
rpc("update_name", peer_id, peers[peer_id].name)
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peers[peer_id].color = get_next_color(peer_id)
rpc("update_color", peer_id, peers[peer_id].color)
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if current_track != null:
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peers[peer_id].spawned = true
create_player(peer_id, peers[peer_id].vehicle)
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else:
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peers[peer_id].spawned = false
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emit_signal("peers_updated")
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remote func select_track(track_path):
current_track = load(track_path).instance()
get_tree().root.call_deferred("add_child", current_track)
create_player(get_tree().get_network_unique_id(), current_vehicle)
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for peer in peers:
if peers[peer].spawned == false:
peers[peer].spawned = true
create_player(peer, peers[peer].vehicle)
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emit_signal("peers_updated")
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remote func update_name(peer_id, name: String):
peers[peer_id].name = name
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emit_signal("peers_updated")
remote func update_color(peer_id, color: Color):
peers[peer_id].color = color
emit_signal("peers_updated")
func get_next_color(peer_id: int) -> Color:
if peers.size() >= colors.size():
return Color(peer_id)
else:
return colors[peers.size()]