class_name MultiplayerLobby extends Lobby signal player_connected(peer_id: int, player_profile: PlayerProfile) signal player_disconnected(peer_id: int) signal disconnected_from_server @export var server_form: ServerForm var alert_popup_scene: PackedScene = preload("res://Scenes/Menus/alert_popup.tscn") 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_form.port, server_form.max_players) multiplayer.multiplayer_peer = enet_peer setup_game(1) func setup_game(peer_id: int) -> void: loadout_editor = character_select_screen.instantiate() as CharacterSelect add_child(loadout_editor) player_disconnected.connect(Game.remove_player) scoreboard.all_players_ready.connect(start_game) Game.chatbox = chatbox 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) setup_the_ui() func connect_to_server() -> void: enet_peer.create_client(server_form.ip, server_form.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 super.start_game() #TODO: what the fuck is this doing lol func edit_player_profile(_argument: int) -> 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)