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93 lines
2.4 KiB
93 lines
2.4 KiB
public partial class MultiplayerManager : Node |
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{ |
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[Export] public PackedScene PlayerScene { get; set; } |
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[Export] public PackedScene WorkshopScene { 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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SetAuthorityAndName(Game.LocalWorkshop, 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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SetAuthorityAndName(Game.LocalWorkshop, 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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player.QueueFree(); |
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var workshop = Game.Workshops.ByPeerId((int)_peerId); |
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Game.Workshops.RemoveChild(workshop); |
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workshop.QueueFree(); |
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PlayerLeft?.Invoke(player); |
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} |
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static void SetAuthorityAndName(Node node, int peerId) |
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{ |
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node.SetMultiplayerAuthority(peerId); |
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node.Name = peerId.ToString(); |
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} |
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}
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