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