125 lines
3.9 KiB
GDScript3
125 lines
3.9 KiB
GDScript3
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extends Control
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class_name MultiplayerLobby
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signal player_connected(peer_id, player_profile)
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signal player_disconnected(peer_id)
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signal disconnected_from_server
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const SERVER_PORT := 58008
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const MAX_PLAYERS := 4
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var enet_peer = ENetMultiplayerPeer.new()
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@export var server_form : ServerForm
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@export var scoreboard : Scoreboard
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@export var loadout_editor : LoadoutEditor
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@export var chatbox : Chatbox
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var alert_popup_scene = preload("res://Scenes/Menus/alert_popup.tscn")
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var connected_players_profiles = {}
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func _ready():
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multiplayer.peer_connected.connect(_on_player_connected)
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multiplayer.peer_disconnected.connect(_on_player_disconnected)
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multiplayer.connected_to_server.connect(_on_connection_succeeded)
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multiplayer.connection_failed.connect(_on_connection_failed)
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multiplayer.server_disconnected.connect(_on_server_disconnected)
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func _on_player_connected(peer_id):
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add_player.rpc_id(peer_id, Data.player_profile.to_dict())
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if multiplayer.get_unique_id() == 1:
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print("Player connected with id: " + str(peer_id))
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func _on_player_disconnected(peer_id):
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connected_players_profiles.erase(peer_id)
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player_disconnected.emit(peer_id)
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func _on_connection_succeeded():
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setup_game(multiplayer.get_unique_id())
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func _on_connection_failed():
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multiplayer.multiplayer_peer = null
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var popup = alert_popup_scene.instantiate() as AlertPopup
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popup.set_popup("Unable to connect to server", "OK")
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add_child(popup)
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func _on_server_disconnected():
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multiplayer.multiplayer_peer = null
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disconnected_from_server.emit()
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func create_server() -> void:
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enet_peer.create_server(SERVER_PORT, MAX_PLAYERS)
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multiplayer.multiplayer_peer = enet_peer
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setup_game(1)
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func setup_game(peer_id):
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player_disconnected.connect(Game.remove_player)
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Game.spawn_level()
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scoreboard.all_players_ready.connect(start_game)
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Game.game_restarted.connect(setup_the_ui)
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setup_the_ui()
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chatbox.username = Data.player_profile.display_name
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Data.player_profile.display_name_changed.connect(chatbox.change_username)
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loadout_editor.character_selected.connect(Data.player_profile.set_preferred_class)
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loadout_editor.character_selected.connect(edit_player_profile)
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connected_players_profiles[peer_id] = Data.player_profile
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player_connected.emit(peer_id, Data.player_profile)
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func setup_the_ui():
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scoreboard.unready_all_players()
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scoreboard.set_visible(true)
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loadout_editor.set_visible(true)
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$ReadyButton.set_visible(true)
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chatbox.set_visible(true)
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func connect_to_server() -> void:
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var ip = server_form.get_server_ip() if server_form.get_server_ip() else "localhost"
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var port = server_form.get_server_port() if server_form.get_server_port() else str(SERVER_PORT)
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enet_peer.create_client(ip, int(port))
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multiplayer.multiplayer_peer = enet_peer
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func ready_player():
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var peer_id = multiplayer.get_unique_id()
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networked_ready_player.rpc(peer_id)
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func start_game():
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enet_peer.refuse_new_connections = true
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Game.spawn_players(connected_players_profiles.keys(), connected_players_profiles, chatbox.opened, chatbox.closed)
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scoreboard.set_visible(false)
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loadout_editor.set_visible(false)
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func edit_player_profile(_argument):
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var profile_dict = Data.player_profile.to_dict()
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networked_edit_player_profile.rpc(multiplayer.get_unique_id(), profile_dict)
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@rpc("any_peer", "reliable", "call_local")
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func networked_edit_player_profile(peer_id, new_profile_dict):
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connected_players_profiles[peer_id].set_display_name(new_profile_dict["display_name"])
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connected_players_profiles[peer_id].set_preferred_class(new_profile_dict["preferred_class"])
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@rpc("any_peer","reliable")
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func add_player(new_player_profile_dict):
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var new_player_peer_id = multiplayer.get_remote_sender_id()
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var new_player_profile = PlayerProfile.from_dict(new_player_profile_dict)
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connected_players_profiles[new_player_peer_id] = new_player_profile
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player_connected.emit(new_player_peer_id, new_player_profile)
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@rpc("any_peer", "reliable", "call_local")
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func networked_ready_player(peer_id):
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scoreboard.set_player_ready_state(peer_id, true)
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