extends Node const GUI_SCENE = "res://player/gui.tscn" var enet_peer = NetworkedMultiplayerENet.new() var peers = {} var peers_vehicles = {} var current_track: Node = null var current_track_path: String var current_vehicle: String var connected = false 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 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] = true create_player(1, vehicle) get_tree().root.call_deferred("add_child", current_track) connected = true func create_client(address, port, vehicle): current_vehicle = vehicle peers[get_tree().get_network_unique_id()] = true enet_peer.create_client(address, port) get_tree().network_peer = enet_peer func _peer_connected(peer_id): print("_peer_connected(%s)" % peer_id) peers[peer_id] = false rpc_id(peer_id, "add_player", get_tree().get_network_unique_id(), current_vehicle) if get_tree().get_network_unique_id() == 1: rpc_id(peer_id, "select_track", current_track_path) func _peer_disconnected(peer_id): print("_peer_disconnected(%s)" % peer_id) peers.erase(peer_id) destroy_player(peer_id) print("new peers state: %s" % peers) func _connected_to_server(): print("_connected_to_server") connected = true func _connection_failed(): connected = false current_track = null peers_vehicles.clear() _server_disconnected() func _server_disconnected(): connected = false current_track = null peers.clear() peers_vehicles.clear() 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() connected = false current_track = null peers.clear() peers_vehicles.clear() remote func add_player(peer_id, vehicle_path): if peers[peer_id] == false: peers[peer_id] = true if current_track != null: create_player(peer_id, vehicle_path) else: peers_vehicles[peer_id] = vehicle_path 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_vehicles: create_player(peer, peers_vehicles[peer]) peers_vehicles.clear()