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public partial class MultiplayerManager : Node
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{
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[Export] public Player LocalPlayer { get; set; }
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[Export] public Node3D Players { get; set; }
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[Export] public PackedScene PlayerScene { get; set; }
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public event Action<Player> PlayerJoined;
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public event Action<Player> PlayerLeft;
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public override void _Ready()
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{
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Multiplayer.ConnectedToServer += OnMultiplayerReady;
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Multiplayer.ServerDisconnected += OnMultiplayerDisconnected;
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Multiplayer.PeerConnected += OnPeerConnected;
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Multiplayer.PeerDisconnected += OnPeerDisconnected;
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}
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public void Connect(string address, ushort port)
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{
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var peer = new ENetMultiplayerPeer();
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peer.CreateClient(address, port);
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Multiplayer.MultiplayerPeer = peer;
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}
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public bool CreateServer(ushort port)
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{
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var peer = new ENetMultiplayerPeer();
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if (peer.CreateServer(port) == Error.Ok) {
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Multiplayer.MultiplayerPeer = peer;
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OnMultiplayerReady();
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return true;
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} else
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return false;
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}
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public void Disconnect()
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=> OnMultiplayerDisconnected();
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void OnMultiplayerReady()
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{
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var localId = Multiplayer.GetUniqueId();
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LocalPlayer.Name = localId.ToString();
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LocalPlayer.SetMultiplayerAuthority(localId);
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if (!Multiplayer.IsServer())
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// Spawn players for all the other peers. This excludes the server,
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// since `OnPeerConnected` will already be called for it on connecting.
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foreach (var peerId in Multiplayer.GetPeers())
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if (peerId != 1) OnPeerConnected(peerId);
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}
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void OnMultiplayerDisconnected()
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{
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LocalPlayer.Name = "Local";
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foreach (var player in Players.GetChildren().Cast<Player>())
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if (!player.IsLocal) OnPeerDisconnected(player.PeerId);
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Multiplayer.MultiplayerPeer.Close();
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Multiplayer.MultiplayerPeer = null;
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}
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void OnPeerConnected(long peerId)
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{
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var player = PlayerScene.Instantiate<Player>();
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player.SetMultiplayerAuthority((int)peerId);
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player.Name = peerId.ToString();
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player.IsLocal = false;
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player.PeerId = (int)peerId;
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Players.AddChild(player);
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PlayerJoined?.Invoke(player);
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}
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void OnPeerDisconnected(long peerId)
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{
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var player = Players.GetNode<Player>(peerId.ToString());
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PlayerLeft?.Invoke(player);
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player.QueueFree();
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}
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}
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