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public partial class MultiplayerManager : Node
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{
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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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SetAuthorityAndName(Game.LocalPlayer, Multiplayer.GetUniqueId());
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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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Multiplayer.MultiplayerPeer.Close();
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Multiplayer.MultiplayerPeer = new OfflineMultiplayerPeer();
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foreach (var player in Game.Players)
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if (player != Game.LocalPlayer)
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OnPeerDisconnected(player.PeerId);
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SetAuthorityAndName(Game.LocalPlayer, Multiplayer.GetUniqueId());
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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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SetAuthorityAndName(player, (int)_peerId);
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Game.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 = Game.Players.ByPeerId((int)_peerId);
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Game.Players.RemoveChild(player);
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PlayerLeft?.Invoke(player);
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player.QueueFree();
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}
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static void SetAuthorityAndName(Player player, int peerId)
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{
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player.SetMultiplayerAuthority(peerId);
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player.Name = peerId.ToString();
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}
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}
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