bcirpggithubmirror/Phase2/Godot ===(Game Code)===/Experiments/Andrew_Multiplayer_Test/Network.gd
Andrew Tang 348823f34f Squashed commit of the following:
commit db69386b6d
Author: Andrew Tang <tandrew@gmail.com>
Date:   Mon Aug 1 02:48:32 2022 +0800

    Test Lobby Working

    Server creation works and others are able to join by entering the creator's IP. Shows a list of player names (currently only shows player #)

commit 3fbf2640da
Author: Andrew Tang <tandrew@gmail.com>
Date:   Mon Jul 25 02:29:27 2022 +0800

    Test Multiplayer

commit 59b74b946a
Author: Andrew Tang <tandrew@gmail.com>
Date:   Mon Jul 11 01:16:34 2022 +0800

    Complete DiceRoller Singleton Version

    Created script: "DiceRoller.gd" to be the only dice script attached to a node and will act as a singleton. A single DieManager object is created in this script. The DieManager's values can be changed and methods can be called through the DiceRoller Script

commit 3a402d4331
Author: Andrew Tang <90939405+TangoDevelopments@users.noreply.github.com>
Date:   Sun Jul 3 13:05:28 2022 -0400

    Delete .DS_Store

commit c00b24c60a
Author: Andrew Tang <90939405+TangoDevelopments@users.noreply.github.com>
Date:   Sun Jul 3 13:05:16 2022 -0400

    Delete .DS_Store

commit 4f788de0c7
Author: Andrew Tang <90939405+TangoDevelopments@users.noreply.github.com>
Date:   Sun Jul 3 13:05:05 2022 -0400

    Delete .DS_Store

commit c20fd85567
Author: Andrew Tang <tandrew@gmail.com>
Date:   Mon Jul 4 00:13:15 2022 +0800

    Added D10 and easier die selection
2022-08-08 02:00:04 +08:00

36 lines
936 B
GDScript

extends Node
const DEFAULT_PORT = 28960
const MAX_CLIENTS = 6
var server = null
var client = null
var ip_address = ""
func _ready() -> void:
ip_address = IP.get_local_addresses()[3]
for ip in IP.get_local_addresses():
if ip.begins_with("192.168.") and not ip.ends_with(".1"):
ip_address = ip
get_tree().connect("connected_to_server", self, "_connected_to_server")
get_tree().connect("server_disconnected", self, "_server_disconnected")
func _create_server() -> void:
server = NetworkedMultiplayerENet.new()
server.create_server(DEFAULT_PORT, MAX_CLIENTS)
get_tree().set_network_peer(server)
func _join_server() -> void:
client = NetworkedMultiplayerENet.new()
client.create_client(ip_address, DEFAULT_PORT)
get_tree().set_network_peer(client)
func _connected_to_server() -> void:
print("Successfully connected to the server")
func _server_disconnected() -> void:
print("Disconnected from the server")