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Worked on a small demo project, to start making a dedicated server.
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38
Phase2/Networking/Client/Server/Server.gd
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38
Phase2/Networking/Client/Server/Server.gd
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extends Node
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const DEFAULT_IP = "127.0.0.1"
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const DEFAULT_PORT = 8080
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var network = NetworkedMultiplayerENet.new()
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var selected_IP
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var selected_port
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var local_player_id = 0
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sync var players = {}
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sync var player_data = {}
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func _ready():
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get_tree().connect("network_peer_connected", self, "_player_connected")
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get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
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get_tree().connect("connection_failed", self, "_connected_fail")
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get_tree().connect("server_disconnected", self, "_server_disconnected")
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func _connect_to_server():
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get_tree().connect("connected_to_server", self, "_connected_ok")
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network.create_client(DEFAULT_IP, DEFAULT_PORT)
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get_tree().set_network_peer(network)
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func _player_connected(id):
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print("Player: " + str(id) + " Connected")
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func _player_disconnected(id):
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print("Player: " + str(id) + " Disconnected")
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func _connected_ok():
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print("Successfully connected to server")
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func _connected_fail():
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print("Failed to connect")
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func _server_disconnected():
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print("Server Disconnected")
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