extends Node signal peers_updated 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 var colors = [ Color.blue, Color.yellow, Color.green, Color.violet, Color.brown, Color.cyan, Color.orange ] class PeerInfo: var id: int var vehicle: String var name: String var spawned: bool var color: Color static func new_peer( new_id: int, new_vehicle: String = "", new_name: String = "", new_spawned: bool = false, new_color: Color = Color(1, 1, 1) ) -> 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 new_instance.color = new_color return new_instance func to_array() -> Array: return [id, vehicle, name, spawned, color] func from_array(data: Array) -> void: self.id = data[0] self.vehicle = data[1] self.name = data[2] self.spawned = data[3] self.color = data[4] 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") 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 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 peers[1] = PeerInfo.new_peer( 1, vehicle, GlobalSettings.multiplayer_name, true, get_next_color(1) ) create_player(1, vehicle) get_tree().root.call_deferred("add_child", current_track) emit_signal("peers_updated") func create_client(address, port, vehicle): current_vehicle = vehicle enet_peer.create_client(address, port) get_tree().network_peer = enet_peer peers[get_tree().get_network_unique_id()] = PeerInfo.new_peer( get_tree().get_network_unique_id(), vehicle, GlobalSettings.multiplayer_name, true, get_next_color(1) ) emit_signal("peers_updated") func _peer_connected(peer_id): peers[peer_id] = PeerInfo.new_peer(peer_id, "", "", false, get_next_color(peer_id)) rpc_id( peer_id, "add_player", get_tree().get_network_unique_id(), peers[get_tree().get_network_unique_id()].to_array() ) emit_signal("peers_updated") 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(): pass func _connection_failed(): current_track = null get_tree().network_peer = null _server_disconnected() func _server_disconnected(): current_track = null peers.clear() get_tree().network_peer = null 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 get_tree().network_peer = null peers.clear() remote func add_player(peer_id, peer_info: Array): if peers[peer_id] == null: peers[peer_id] = PeerInfo.new_peer(peer_id, "", "", false, get_next_color(peer_id)) if peers[peer_id].spawned == false: peers[peer_id].from_array(peer_info) # Check for duplicate names on server side and update colors 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) peers[peer_id].color = get_next_color(peer_id) rpc("update_color", peer_id, peers[peer_id].color) if current_track != null: peers[peer_id].spawned = true create_player(peer_id, peers[peer_id].vehicle) else: peers[peer_id].spawned = false emit_signal("peers_updated") 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) for peer in peers: if peers[peer].spawned == false: peers[peer].spawned = true create_player(peer, peers[peer].vehicle) emit_signal("peers_updated") remote func update_name(peer_id, name: String): peers[peer_id].name = name 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()]