forked from unfa/liblast
Fixed network status debugging
parent
e7e5f6b348
commit
8b75f4ffa6
11
Game.gd
11
Game.gd
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@ -6,6 +6,8 @@ export var SERVER_PORT = 9999
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export var SERVER_IP = "172.28.162.191"
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export var MAX_PLAYERS = 10
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var player_scene = preload("res://Player.tscn")
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# Called when the node enters the scene tree for the first time.
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func _ready():
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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@ -36,18 +38,21 @@ func initialize():
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func initialize_server():
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var peer = NetworkedMultiplayerENet.new()
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peer.create_server(SERVER_PORT, MAX_PLAYERS)
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peer.connect("connected_to_server", self, "on_connection_established")
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peer.connect("connection_failed", self, "on_connection_failed")
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get_tree().connect("network_peer_connected", self, "on_peer_connected")
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return peer
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func initialize_client():
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var peer = NetworkedMultiplayerENet.new()
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peer.create_client(SERVER_IP, SERVER_PORT)
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peer.connect("network_peer_connected", self, "on_peer_connected")
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get_tree().connect("connected_to_server", self, "on_connection_established")
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get_tree().connect("connection_failed", self, "on_connection_failed")
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return peer
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func on_peer_connected(id):
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print("Peer connected with id ", id)
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var player = player_scene.instance()
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add_child(player)
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player.set_network_master(id)
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func on_connection_established():
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print("Connection has been established")
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