public void Connect(string IpString, string NickString) { if (IpString.Length == 0) { IpString = "127.0.0.1"; } char[] NickArray = NickString.ToCharArray(); NickArray = Array.FindAll(NickArray, car => char.IsLetter(car) || car == '_'); NickString = new string(NickArray); if (NickString.Length > 0) { Nickname = NickString; } var Peer = new NetworkedMultiplayerENet(); Peer.CreateClient(IpString, Port); GetTree().NetworkPeer = Peer; RuntimeRoot.AddChild(WorldScene.Instance()); DeathScreen = (Node)DeathScreenScene.Instance(); RuntimeRoot.AddChild(DeathScreen); }
void _OnHostPressed() { //Create peer this.peer = new NetworkedMultiplayerENet(); this.peer.CompressionMode = NetworkedMultiplayerENet.CompressionModeEnum.RangeCoder; Error error = this.peer.CreateServer(PORT, 8); if (error != Error.Ok) { this.ShowError("Error: Unable to host server\nPerhaps there is alreay a server open?"); return; } this.p1Id = 1; this.p2Id = 0; GetTree().NetworkPeer = this.peer; Lobby.state = GameState.CHAR_SELECTION; //Hosts should start out as a spectator Lobby.role = MultiplayerRole.P1; Lobby.highLatency = false; this.Visible = false; //Goto CS as spectator CharSelection cs = (ResourceLoader.Load("res://scenes/ui/char_selection/char_selection.tscn") as PackedScene) .Instance() as CharSelection; GetTree().Root.AddChild(cs); //Set the character selection up for multiplayer, with this as a spectator cs.SetMp(); cs.SetCallback(this._MpCSCallback); cs.PlayersUpdated(true, false); //Get the player connected sprites set correctly }
public void createServer(String serverName, int port, int max_players) { // Clear out any previous states remain closeServer(); hostType = "Server"; serverinfo.name = serverName; serverinfo.used_port = port; serverinfo.max_players = max_players; // Initialize the networking system NetworkedMultiplayerENet peer = new NetworkedMultiplayerENet(); peer.CompressionMode = NetworkedMultiplayerENet.CompressionModeEnum.Zstd; // Try to create the server if (peer.CreateServer(serverinfo.used_port, serverinfo.max_players) != Error.Ok) { // Tell the server crate fail EmitSignal(nameof(ServerCreateFailSignal), "SERVER CREATE FAIL AT " + serverName + ":" + port + ". PLEASE CHECK DETAIL AND TRY AGAIN."); return; } // # Assign it into the tree GetTree().NetworkPeer = peer; // Tell the server has been created successfully EmitSignal(nameof(ServerCreatedSignal)); registerPlayer(gamestateNetworkPlayer.ToString()); }
public override void _Ready() { GetTree().Connect("network_peer_connected", this, "NetworkPeerConnected"); GetTree().Connect("connected_to_server", this, "ConnectedServer"); NetworkedMultiplayerENet peer = new NetworkedMultiplayerENet(); _players = new Dictionary <int, Player>(); Error err = peer.CreateServer(port, 2); GD.Print(err); if (err != 0) { GD.Print("Cliente"); Error rr = peer.CreateClient(host, port); GetTree().SetNetworkPeer(peer); return; } GetTree().SetNetworkPeer(peer); int unique = GetTree().GetNetworkUniqueId(); string name = GetTree().GetNetworkUniqueId().ToString(); SpawnPlayer(unique, name); }
public void Disconnect() { MDLog.Info(LOG_CAT, "Disconnected from server"); IsSessionStarted = false; foreach (int PeerId in Players.Keys) { MDPlayerInfo Player = Players[PeerId]; OnPlayerLeftEvent(PeerId); Player.RemoveAndFree(); } NetworkedMultiplayerENet peer = GetPeer(); if (peer != null) { peer.CloseConnection(); SetNetworkPeer(null); } StopUPNP(); Players.Clear(); ClearNetworkedNodes(); OnSessionEndedEvent(); SceneBuffer.Clear(); }
public void _ConnectionFailed() { NetworkedMultiplayerENet peer = (NetworkedMultiplayerENet)GetTree().NetworkPeer; peer.CloseConnection(); GetTree().NetworkPeer = null; }
public bool JoinGame(string address, string name) { if (address.Empty() || name.Empty()) { EmitSignal(nameof(ErrorSignal), "Please enter a name and an address!"); return(false); } GD.Print($"Joining game with address {address}"); PlayerName = name; ServerAddress = address; var clientPeer = new NetworkedMultiplayerENet(); var result = clientPeer.CreateClient(address, default_port); if (result != 0) { EmitSignal(nameof(ErrorSignal), $"Connection failed! ({result.ToString()})"); return(false); } GetTree().NetworkPeer = clientPeer; EmitSignal(nameof(SuccessSignal), "Connecting..."); return(true); }
private void onDisconnectPressed() { GetTree().SetNetworkPeer(null); peer = null; players = new List <Node>(); panel.changeToGray(); }
public static void Disconnect(bool BuildMenu = true) { World.Close(); NetworkedMultiplayerENet EN = Self.GetTree().GetNetworkPeer() as NetworkedMultiplayerENet; if (EN != null) { EN.CloseConnection(); } Self.GetTree().SetNetworkPeer(null); PeerList.Clear(); Net.Players.Clear(); Nicknames.Clear(); Net.Players.Clear(); IsWaitingForServer = false; WaitingForServerTimer = MaxWaitForServerDelay; if (BuildMenu) { Menu.BuildMain(); } }
public bool StartServer(int Port, int MaxPlayers = DEFAULT_MAX_PLAYERS) { NetworkedMultiplayerENet peer = new NetworkedMultiplayerENet(); peer.Connect("peer_connected", this, nameof(ServerOnPeerConnected)); peer.Connect("peer_disconnected", this, nameof(ServerOnPeerDisconnected)); ConfigurePeer(peer); Error error = peer.CreateServer(Port, MaxPlayers); bool Success = error == Error.Ok; MDLog.CLog(Success, LOG_CAT, MDLogLevel.Info, $"Starting server on port {Port} with {MaxPlayers} max players."); MDLog.CLog(!Success, LOG_CAT, MDLogLevel.Error, $"Failed to start server on port {Port}"); if (Success) { UPNPPort = Port; SetNetworkPeer(peer); ServerOnStarted(); } else { MDLog.Error(LOG_CAT, "Failed to start server"); OnSessionFailedEvent(); } return(Success); }
public static void Host() { if (Self.GetTree().NetworkPeer != null) { if (Self.GetTree().IsNetworkServer()) { Console.ThrowPrint("Cannot host when already hosting"); } else { Console.ThrowPrint("Cannot host when connected to a server"); } return; } PeerList.Clear(); World.Start(); NetworkedMultiplayerENet Peer = new NetworkedMultiplayerENet(); Peer.CreateServer(Port, Game.MaxPlayers); Self.GetTree().SetNetworkPeer(Peer); Self.GetTree().SetMeta("network_peer", Peer); Console.Log($"Started hosting on port '{Port}'"); PeerList.Add(Self.GetTree().GetNetworkUniqueId()); Nicknames[ServerId] = Game.Nickname; Game.SpawnPlayer(Self.GetTree().GetNetworkUniqueId(), true); World.DefaultPlatforms(); }
public static void Host() { if (Self.GetTree().NetworkPeer != null) { if (Self.GetTree().IsNetworkServer()) { Console.Print("Error: Cannot host when already hosting"); } else { Console.Print("Error: Cannot host when connected to a server"); } return; } PeerList.Clear(); Game.StartWorld(AsServer: true); NetworkedMultiplayerENet Peer = new NetworkedMultiplayerENet(); Peer.CreateServer(Port, Game.MaxPlayers); Self.GetTree().SetNetworkPeer(Peer); Self.GetTree().SetMeta("network_peer", Peer); Console.Log("Started hosting on port '" + Port.ToString() + "'"); PeerList.Add(Self.GetTree().GetNetworkUniqueId()); Game.SpawnPlayer(Self.GetTree().GetNetworkUniqueId(), true); }
private void onConnectPressed() { players = new List <Node>(); peer = new NetworkedMultiplayerENet(); int port = System.Convert.ToInt32(panel.GetNode <TextEdit>("Port").Text); String address = panel.GetNode <TextEdit>("Address").Text; if (panel.GetNode <OptionButton>("OptionButton").GetSelectedId() == 0) { peer.CreateServer(port, maxPlayers); GetTree().SetNetworkPeer(peer); panel.changeToRed(); players.Add(myself); myself = playerScene.Instance(); myself.GetNode <RigidBody2D>("Ridiculous").Position = new Vector2(random.Next(20, 380), random.Next(100, 335)); myself.SetNetworkMaster(GetTree().GetNetworkUniqueId()); myself.SetName(GetTree().GetNetworkUniqueId().ToString()); GetNode <Panel>("Panel").AddChild(myself); } else { peer.CreateClient(address, port); GetTree().SetNetworkPeer(peer); panel.changeToBlue(); myself = playerScene.Instance(); myself.GetNode <RigidBody2D>("Ridiculous").Position = new Vector2(random.Next(20, 380), random.Next(100, 335)); myself.SetNetworkMaster(GetTree().GetNetworkUniqueId()); myself.SetName(GetTree().GetNetworkUniqueId().ToString()); GetNode <Panel>("Panel").AddChild(myself); } }
public void ServerDisconnected() { Players.Clear(); GetTree().NetworkPeer = null; var clientPeer = new NetworkedMultiplayerENet(); Error result = 0; for (int i = 0; i < 10; i++) { result = clientPeer.CreateClient(ServerAddress, default_port); if (result != 0) { EmitSignal(nameof(ErrorSignal), $"Connection failed! ({result.ToString()})"); System.Threading.Thread.Sleep(1000); } else { break; } } if (result == 0) { GetTree().NetworkPeer = clientPeer; EmitSignal(nameof(SuccessSignal), "Connecting..."); return; } EmitSignal(nameof(ErrorSignal), "Disconnected from the server"); }
public void onClickJoin() { //get data string ip = lineIP.GetText(); if (!int.TryParse(linePort.GetText(), out port)) { port = 8920; } string name = lineName.GetText(); if (name.Empty()) { name = "NoName"; } myData = new DataPlayer(0, name); //data model example myData.color = new Random().Next(0, 3); //de 0,1,2 //view panelStart.SetVisible(false); panelChat.SelfModulate = new Color(.2f, .2f, 0.5f);//blue style back.SetVisible(true); chat.BbcodeText = ("[color=purple]Connecting to " + ip + " : " + port + " ...[/color]"); //CONNECTION var peer = new NetworkedMultiplayerENet(); peer.CreateClient(ip, port); GetTree().SetNetworkPeer(peer); myData.id = GetTree().GetNetworkUniqueId();//get ID }
//ONCLICK START CLIENT OR SERVER: public void onClickHost() { //IF NEED WORLD, LOAD HERE (BEFORE START SERVER) //LoadWorld(); //Get view data if (!int.TryParse(linePort.GetText(), out port)) { port = 8920; } if (!int.TryParse(lineMax.GetText(), out maxPlayers)) { maxPlayers = 4;//4 when parse fail } //CREATE SERVER var peer = new NetworkedMultiplayerENet(); Error err = peer.CreateServer(port, maxPlayers); if (err != Error.Ok) { GD.Print("YOU CAN NOT CREATE SERVER:" + err.ToString()); return; } GetTree().SetNetworkPeer(peer); //set View panelChat.SelfModulate = new Color(1f, 0, 0); //red style panelStart.SetVisible(false); //server cant use chat chat.BbcodeText = ("[color=red]SERVER READY![/color]"); }
public void ConnectTo(string InIp, int port) { //Set static string Ip NetworkedMultiplayerENet Peer = new NetworkedMultiplayerENet(); Peer.CreateClient(InIp, port); GetTree().NetworkPeer = Peer; }
public void receive_server_disconnected() { LOG.Warn("Connection to server was lost"); GetTree().NetworkPeer = null; ENetInstance = null; dispatcher = null; ObjectBroker.Instance.SceneService.LoadUI("MainMenu/MainMenu.tscn"); }
private void ConfigurePeer(NetworkedMultiplayerENet Peer) { Peer.ServerRelay = MDPeerConfigs.ServerRelay; Peer.AlwaysOrdered = MDPeerConfigs.AlwaysOrdered; Peer.ChannelCount = MDPeerConfigs.ChannelCount; Peer.CompressionMode = MDPeerConfigs.CompressionMode; Peer.TransferChannel = MDPeerConfigs.TransferChannel; }
//creates a peer and attempts to connect a server public void ConnectClient(string address, int port) { NetworkedMultiplayerENet peer = new NetworkedMultiplayerENet(); peer.CompressionMode = NetworkedMultiplayerENet.CompressionModeEnum.Zlib; peer.CreateClient(address, port); GetTree().NetworkPeer = peer; GD.Print($"connecting to server {address}:{port}"); }
private void CreateServer() { NetworkedMultiplayerENet peer = new NetworkedMultiplayerENet(); peer.CompressionMode = NetworkedMultiplayerENet.CompressionModeEnum.Zlib; peer.CreateServer(server_port, max_players); GetTree().NetworkPeer = peer; GD.Print("server listening on 3074"); }
public void InitClient(string address, Godot.Object obj, string success, string fail) { GetTree().Connect("connected_to_server", obj, success); GetTree().Connect("connection_failed", obj, fail); peer = new Godot.NetworkedMultiplayerENet(); peer.CreateClient(address, DefaultPort); this.GetTree().SetNetworkPeer(peer); selfPeerId = this.GetTree().GetNetworkUniqueId(); }
public void InitServer(Godot.Object obj, string playerJoin, string playerLeave) { peer = new Godot.NetworkedMultiplayerENet(); this.GetTree().Connect("network_peer_connected", obj, playerJoin); this.GetTree().Connect("network_peer_disconnected", obj, playerLeave); peer.CreateServer(DefaultPort, MaxPlayers); this.GetTree().SetNetworkPeer(peer); selfPeerId = this.GetTree().GetNetworkUniqueId(); }
private void ConnectToServer() { _network = new NetworkedMultiplayerENet(); _network.CreateClient(_ip, _port); GetTree().NetworkPeer = _network; _network.Connect("connection_failed", this, "_OnConnectionFailed"); _network.Connect("connection_succeeded", this, "_OnConnectionSucceeded"); }
public static void ConnectTo(string InIp) { Ip = InIp; NetworkedMultiplayerENet Peer = new NetworkedMultiplayerENet(); Peer.CreateClient(Ip, Port); Self.GetTree().SetNetworkPeer(Peer); Self.GetTree().SetMeta("network_peer", Peer); }
public void JoinGame() { var address = AddressText.Text; GD.Print($"Joining game with address {address}"); var clientPeer = new NetworkedMultiplayerENet(); var result = clientPeer.CreateClient(address, default_port); GetTree().NetworkPeer = clientPeer; }
public void OnConnectPressed() { ClientVariables.SaveMainMenu(); NetworkedMultiplayerENet peer = new NetworkedMultiplayerENet(); Error result = peer.CreateClient(ClientVariables.NetworkOptions.IPAddress, ClientVariables.NetworkOptions.Port); if (result == Error.Ok) { GetTree().NetworkPeer = peer; } }
private void JoinGame() { GD.Print("Joining network"); HideAll(); label.Text = "Joining Game"; NetworkedMultiplayerENet host = new NetworkedMultiplayerENet(); host.CreateClient(hostip.Text, PORT_NUM); GetTree().SetNetworkPeer(host); }
public void hostGame(String newName) { // Assign new name. playerName = newName; // Create server NetworkedMultiplayerENet host = new NetworkedMultiplayerENet(); host.CreateServer(PORT, MAX_PLAYERS); GetTree().NetworkPeer = host; }
public void joinGame(String IPAddress, String newName) { // Assign new data playerName = newName; // Create client NetworkedMultiplayerENet host = new NetworkedMultiplayerENet(); host.CreateClient(IPAddress, PORT); GetTree().NetworkPeer = host; }