Beginnings of the netcode
This commit is contained in:
56
scripts/Network/Client.cs
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56
scripts/Network/Client.cs
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using Godot;
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namespace Network
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{
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public class Client : Node, INetworkObject
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{
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public static Client main;
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public static SceneTree tree;
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public int port { get; }
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public NetworkedMultiplayerENet peer { get; set; }
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public Client(SceneTree _tree, string host, int _port = 7777)
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{
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Name = "Network";
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if (tree == null)
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tree = _tree;
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port = _port;
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peer = new NetworkedMultiplayerENet();
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peer.CreateClient(host, port);
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tree.NetworkPeer = peer;
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main = this;
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//Intialize signal connects
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tree.Connect("connected_to_server", this, "ConnectedToServer");
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tree.Connect("connection_failed", this, "ConnectionFailed");
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tree.Connect("server_disconnected", this, "ServerDisconnected");
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}
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public void RegisterPlayer(string name)
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{
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Rpc("RegisterPlayer", "Fred");
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}
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public void ConnectedToServer()
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{
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GD.Print("Connected to server!");
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RegisterPlayer("Bro");
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}
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public void ConnectionFailed()
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{
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GD.Print("Failed to connect to server!");
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}
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public void ServerDisconnected()
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{
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GD.Print("Server disconnected!");
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}
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public void Close()
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{
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tree.NetworkPeer = null;
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}
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}
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}
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8
scripts/Network/Data/PlayerData.cs
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8
scripts/Network/Data/PlayerData.cs
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namespace Network.Data
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{
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public struct PlayerData
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{
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public int peer_id;
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public string name;
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}
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}
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11
scripts/Network/INetworkObject.cs
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11
scripts/Network/INetworkObject.cs
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using Godot;
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namespace Network
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{
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public interface INetworkObject
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{
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int port { get; }
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NetworkedMultiplayerENet peer { get; set; }
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void Close();
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}
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}
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91
scripts/Network/Server.cs
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91
scripts/Network/Server.cs
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using Godot;
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using Network.Data;
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using System;
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namespace Network
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{
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public class Network : Node, INetworkObject
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{
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public static Network main;
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public static SceneTree tree;
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public int port { get; }
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public int max_players { get; set; }
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public NetworkedMultiplayerENet peer { get; set; }
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//public PlayerData[] playerData;
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public Network(SceneTree _tree, int _port = 7777)
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{
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port = _port;
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tree = _tree;
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}
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public void StartServer(int _max_players = 32)
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{
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max_players = _max_players;
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peer = new NetworkedMultiplayerENet();
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peer.CreateServer(port, max_players);
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tree.NetworkPeer = peer;
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if(tree.NetworkPeer != null)
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{
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GD.Print("Successfully started server!");
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} else {
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throw new Exception("Failed to start server!");
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}
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main = this;
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//Intialize signal connects
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tree.Connect("network_peer_connected", this, "NetworkPeerConnected");
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tree.Connect("network_peer_disconnected", this, "NetworkPeerDisconnected");
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}
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public void StartClient(string host = "127.0.0.1")
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{
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peer = new NetworkedMultiplayerENet();
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peer.CreateClient(host, port);
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tree.NetworkPeer = peer;
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main = this;
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//Intialize signal connects
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tree.Connect("connected_to_server", this, "ConnectedToServer");
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tree.Connect("connection_failed", this, "ConnectionFailed");
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tree.Connect("server_disconnected", this, "ServerDisconnected");
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}
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public void NetworkPeerConnected(int id)
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{
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GD.Print("Player connected to the server!");
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}
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public void NetworkPeerDisconnected(int id)
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{
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GD.Print("Player left the server!");
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}
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public void ConnectedToServer()
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{
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GD.Print("Connected to server!");
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Rpc("RegisterPlayer", "Fred");
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}
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public void ConnectionFailed()
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{
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GD.Print("Failed to connect to server!");
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}
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public void ServerDisconnected()
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{
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GD.Print("Server disconnected!");
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}
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[Remote]
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public void RegisterPlayer(string name)
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{
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GD.Print($"Loaded {name}");
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}
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public void Close()
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{
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tree.NetworkPeer = null;
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}
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}
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}
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