bugged-racing/network/multiplayer_controller.gd

122 lines
3.3 KiB
GDScript

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()