forked from unfa/liblast
Debugging connection status
parent
5b21aedbad
commit
e7e5f6b348
38
Game.gd
38
Game.gd
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@ -9,26 +9,48 @@ export var MAX_PLAYERS = 10
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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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initialize()
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if is_server:
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initialize_server()
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else:
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initialize_client()
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debug_connection_status()
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func debug_connection_status():
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if (get_tree().network_peer.get_connection_status() == NetworkedMultiplayerPeer.CONNECTION_CONNECTED):
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print("We have connected succesfully")
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#if (get_tree().network_peer.get_connection_status() == NetworkedMultiplayerPeer.CONNECTION_CONNECTED):
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# print("We have connected succesfully")
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if (get_tree().network_peer.get_connection_status() == NetworkedMultiplayerPeer.CONNECTION_CONNECTING):
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print("We are trying to connect")
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func initialize():
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var peer
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if is_server:
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peer = initialize_server()
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else:
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peer = initialize_client()
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get_tree().network_peer = peer
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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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get_tree().network_peer = peer
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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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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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get_tree().network_peer = peer
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peer.connect("network_peer_connected", self, "on_peer_connected")
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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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func on_connection_established():
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print("Connection has been established")
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func on_connection_failed():
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print("Connection has failed")
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