Beginnings of the netcode

This commit is contained in:
2020-10-28 10:25:11 -04:00
parent 7e361f6758
commit 5559c3b31e
10 changed files with 249 additions and 2 deletions

23
scripts/Game.cs Normal file
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using Godot;
using Network;
public class Game : Node
{
public static Network.Network network;
public override void _Ready()
{
network = new Network.Network(GetTree());
AddChild(network);
if(OS.GetEnvironment("DEDICATED_SERVER") == "true" || OS.GetName() == "Server")
{
GD.Print("Attempting to start server...");
network.StartServer();
}
else
{
GD.Print("Attempting to start client...");
network.StartClient();
}
}
}

56
scripts/Network/Client.cs Normal file
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using Godot;
namespace Network
{
public class Client : Node, INetworkObject
{
public static Client main;
public static SceneTree tree;
public int port { get; }
public NetworkedMultiplayerENet peer { get; set; }
public Client(SceneTree _tree, string host, int _port = 7777)
{
Name = "Network";
if (tree == null)
tree = _tree;
port = _port;
peer = new NetworkedMultiplayerENet();
peer.CreateClient(host, port);
tree.NetworkPeer = peer;
main = this;
//Intialize signal connects
tree.Connect("connected_to_server", this, "ConnectedToServer");
tree.Connect("connection_failed", this, "ConnectionFailed");
tree.Connect("server_disconnected", this, "ServerDisconnected");
}
public void RegisterPlayer(string name)
{
Rpc("RegisterPlayer", "Fred");
}
public void ConnectedToServer()
{
GD.Print("Connected to server!");
RegisterPlayer("Bro");
}
public void ConnectionFailed()
{
GD.Print("Failed to connect to server!");
}
public void ServerDisconnected()
{
GD.Print("Server disconnected!");
}
public void Close()
{
tree.NetworkPeer = null;
}
}
}

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namespace Network.Data
{
public struct PlayerData
{
public int peer_id;
public string name;
}
}

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using Godot;
namespace Network
{
public interface INetworkObject
{
int port { get; }
NetworkedMultiplayerENet peer { get; set; }
void Close();
}
}

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scripts/Network/Server.cs Normal file
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using Godot;
using Network.Data;
using System;
namespace Network
{
public class Network : Node, INetworkObject
{
public static Network main;
public static SceneTree tree;
public int port { get; }
public int max_players { get; set; }
public NetworkedMultiplayerENet peer { get; set; }
//public PlayerData[] playerData;
public Network(SceneTree _tree, int _port = 7777)
{
port = _port;
tree = _tree;
}
public void StartServer(int _max_players = 32)
{
max_players = _max_players;
peer = new NetworkedMultiplayerENet();
peer.CreateServer(port, max_players);
tree.NetworkPeer = peer;
if(tree.NetworkPeer != null)
{
GD.Print("Successfully started server!");
} else {
throw new Exception("Failed to start server!");
}
main = this;
//Intialize signal connects
tree.Connect("network_peer_connected", this, "NetworkPeerConnected");
tree.Connect("network_peer_disconnected", this, "NetworkPeerDisconnected");
}
public void StartClient(string host = "127.0.0.1")
{
peer = new NetworkedMultiplayerENet();
peer.CreateClient(host, port);
tree.NetworkPeer = peer;
main = this;
//Intialize signal connects
tree.Connect("connected_to_server", this, "ConnectedToServer");
tree.Connect("connection_failed", this, "ConnectionFailed");
tree.Connect("server_disconnected", this, "ServerDisconnected");
}
public void NetworkPeerConnected(int id)
{
GD.Print("Player connected to the server!");
}
public void NetworkPeerDisconnected(int id)
{
GD.Print("Player left the server!");
}
public void ConnectedToServer()
{
GD.Print("Connected to server!");
Rpc("RegisterPlayer", "Fred");
}
public void ConnectionFailed()
{
GD.Print("Failed to connect to server!");
}
public void ServerDisconnected()
{
GD.Print("Server disconnected!");
}
[Remote]
public void RegisterPlayer(string name)
{
GD.Print($"Loaded {name}");
}
public void Close()
{
tree.NetworkPeer = null;
}
}
}