Fixed network status debugging

godot4-port
Jan 2020-06-14 20:59:37 +02:00
parent e7e5f6b348
commit 8b75f4ffa6
1 changed files with 8 additions and 3 deletions

11
Game.gd
View File

@ -6,6 +6,8 @@ export var SERVER_PORT = 9999
export var SERVER_IP = "172.28.162.191"
export var MAX_PLAYERS = 10
var player_scene = preload("res://Player.tscn")
# Called when the node enters the scene tree for the first time.
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
@ -36,18 +38,21 @@ func initialize():
func initialize_server():
var peer = NetworkedMultiplayerENet.new()
peer.create_server(SERVER_PORT, MAX_PLAYERS)
peer.connect("connected_to_server", self, "on_connection_established")
peer.connect("connection_failed", self, "on_connection_failed")
get_tree().connect("network_peer_connected", self, "on_peer_connected")
return peer
func initialize_client():
var peer = NetworkedMultiplayerENet.new()
peer.create_client(SERVER_IP, SERVER_PORT)
peer.connect("network_peer_connected", self, "on_peer_connected")
get_tree().connect("connected_to_server", self, "on_connection_established")
get_tree().connect("connection_failed", self, "on_connection_failed")
return peer
func on_peer_connected(id):
print("Peer connected with id ", id)
var player = player_scene.instance()
add_child(player)
player.set_network_master(id)
func on_connection_established():
print("Connection has been established")