Changes in network debugging

godot4-port
Jan 2020-06-14 01:13:43 +02:00
parent 8cfcc7c9f2
commit b5c5b4d274
3 changed files with 12 additions and 14 deletions

22
Game.gd
View File

@ -6,31 +6,27 @@ export var SERVER_PORT = 9999
export var SERVER_IP = "172.28.162.191"
export var MAX_PLAYERS = 10
var peer = null
# Called when the node enters the scene tree for the first time.
func _ready():
if is_server:
initialize_server()
else:
initialize_client()
if (peer.get_connection_status() == NetworkedMultiplayerPeer.CONNECTION_CONNECTED):
debug_connection_status()
func debug_connection_status():
if (get_tree().network_peer.get_connection_status() == NetworkedMultiplayerPeer.CONNECTION_CONNECTED):
print("We have connected succesfully")
else:
print("Connection has failed")
if (get_tree().network_peer.get_connection_status() == NetworkedMultiplayerPeer.CONNECTION_CONNECTING):
print("We are trying to connect")
func initialize_server():
peer = NetworkedMultiplayerENet.new()
var peer = NetworkedMultiplayerENet.new()
peer.create_server(SERVER_PORT, MAX_PLAYERS)
get_tree().network_peer = peer
func initialize_client():
peer = NetworkedMultiplayerENet.new()
var peer = NetworkedMultiplayerENet.new()
peer.create_client(SERVER_IP, SERVER_PORT)
get_tree().network_peer = peer
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

View File

@ -9,6 +9,7 @@
[node name="Game" type="Spatial"]
script = ExtResource( 2 )
is_server = false
[node name="Level" type="Spatial" parent="."]

View File

@ -29,6 +29,7 @@ func walk():
#print("Player walkDirection: ", walkDirection)
remote func jump():
print("JUMP")
velocity.y = JUMP_VELOCITY
func motion(delta):
@ -42,7 +43,7 @@ func _physics_process(delta):
func _input(event):
if event.is_action_pressed("MoveJump"):
#rpc("jump")
rpc("jump")
jump()
# Called when the node enters the scene tree for the first time.