bordello/Scripts/network_lobby.gd

71 lines
1.9 KiB
GDScript

extends Node2D
const SERVER_PORT := 58008
const MAX_PLAYERS := 4
var game_scene = preload("res://Scenes/Table.tscn")
var connected_players = {}
var player_info = {}
@export var seats : Array[Node2D] = [null, null, null, null]
var enet_peer = ENetMultiplayerPeer.new()
var game : Game
var players_connected = 0
@export var username_field: LineEdit
@export var IP_field: LineEdit
@export var Port_field: LineEdit
func _ready() -> void:
game = game_scene.instantiate() as Game
func host_server() -> void:
if username_field.text == "":
return
$CanvasLayer/Control/UI.visible = false
enet_peer.create_server(SERVER_PORT, MAX_PLAYERS)
multiplayer.multiplayer_peer = enet_peer
add_child(game)
player_info[1] = username_field.text
add_player(1, player_info[1])
multiplayer.peer_connected.connect(
func(new_peer_id):
rpc_id(new_peer_id, "add_previous_players", connected_players)
)
func connect_to_server() -> void:
if username_field.text == "":
return
$CanvasLayer/Control/UI.visible = false
var ip = IP_field.text if IP_field.text != "" else IP_field.placeholder_text
var port = Port_field.text if Port_field.text != "" else Port_field.placeholder_text
enet_peer.create_client(ip, int(port))
multiplayer.multiplayer_peer = enet_peer
add_child(game)
player_info[multiplayer.get_unique_id()] = username_field.text
func add_player(peer_id, username):
connected_players[peer_id] = username
game.add_player(peer_id, username, game.PlayerType.HUMAN)
@rpc("any_peer", "reliable")
func add_new_player(peer_id, username):
add_player(peer_id, username)
@rpc("reliable")
func add_previous_players(players):
for key in players:
if players[key] == player_info[multiplayer.get_unique_id()]:
player_info[multiplayer.get_unique_id()] += "_"
add_player(key, players[key])
rpc_id(key, "add_new_player", multiplayer.get_unique_id(), player_info[multiplayer.get_unique_id()])
add_player(multiplayer.get_unique_id(), player_info[multiplayer.get_unique_id()])