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, $"Failed to start server on port {Port}"); if (Success) { UPNPPort = Port; SetNetworkPeer(peer); ServerOnStarted(); } else { MDLog.Error(LOG_CAT, "Failed to start server"); OnSessionFailedEvent(); } return(Success); }
private void onConnectPressed() { players = new List <Node>(); peer = new NetworkedMultiplayerENet(); int port = System.Convert.ToInt32(panel.GetNode <TextEdit>("Port").Text); String address = panel.GetNode <TextEdit>("Address").Text; if (panel.GetNode <OptionButton>("OptionButton").GetSelectedId() == 0) { peer.CreateServer(port, maxPlayers); GetTree().SetNetworkPeer(peer); panel.changeToRed(); players.Add(myself); myself = playerScene.Instance(); myself.GetNode <RigidBody2D>("Ridiculous").Position = new Vector2(random.Next(20, 380), random.Next(100, 335)); myself.SetNetworkMaster(GetTree().GetNetworkUniqueId()); myself.SetName(GetTree().GetNetworkUniqueId().ToString()); GetNode <Panel>("Panel").AddChild(myself); } else { peer.CreateClient(address, port); GetTree().SetNetworkPeer(peer); panel.changeToBlue(); myself = playerScene.Instance(); myself.GetNode <RigidBody2D>("Ridiculous").Position = new Vector2(random.Next(20, 380), random.Next(100, 335)); myself.SetNetworkMaster(GetTree().GetNetworkUniqueId()); myself.SetName(GetTree().GetNetworkUniqueId().ToString()); GetNode <Panel>("Panel").AddChild(myself); } }
public static void Host() { if (Self.GetTree().NetworkPeer != null) { if (Self.GetTree().IsNetworkServer()) { Console.ThrowPrint("Cannot host when already hosting"); } else { Console.ThrowPrint("Cannot host when connected to a server"); } return; } PeerList.Clear(); World.Start(); NetworkedMultiplayerENet Peer = new NetworkedMultiplayerENet(); Peer.CreateServer(Port, Game.MaxPlayers); Self.GetTree().SetNetworkPeer(Peer); Self.GetTree().SetMeta("network_peer", Peer); Console.Log($"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); }
//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 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 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 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 StartServer() { _network.CreateServer(_port, _max_players); GetTree().NetworkPeer = _network; GD.Print("Server started"); _network.Connect("peer_connected", this, "_OnPeerConnected"); _network.Connect("peer_disconnected", this, "_OnPeerDisconnected"); }
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 Host() { Server = new NetworkedMultiplayerENet(); var err = Server.CreateServer(Port); if (err != Error.Ok) { GD.PushWarning(err.ToString()); } CustomMultiplayer.NetworkPeer = Server; }
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 Host() { var Peer = new NetworkedMultiplayerENet(); Peer.CreateServer(Port, MaxPlayers); GetTree().NetworkPeer = Peer; RuntimeRoot.AddChild(WorldScene.Instance()); AdminPanel = (AdminControls)AdminControlsScene.Instance(); RuntimeRoot.AddChild(AdminPanel); }
public void Host(int port) { var Peer = new NetworkedMultiplayerENet(); Peer.CreateServer(port, maxPlayers); GD.Print($"Started hosting on port '{port}'"); GetTree().NetworkPeer = Peer; _id = GetTree().GetNetworkUniqueId(); _world.StartWorld(); AddPlayer(_id, true); _active = true; }
/// <summary> /// Creates a server without all that peer to peer nonsense. /// Will silently replace any pre-existing peer without performing any shutdown/cleanup logic. /// </summary> /// <returns> /// The return value from CreateServer(). /// `Error.Ok` signifies that the server was created and bounded. /// </returns> public static Error StartServer(this SceneTree tree, int port, int maxConnections) { var peer = new NetworkedMultiplayerENet { ServerRelay = false }; var err = peer.CreateServer(port, maxConnections); if (err != Error.Ok) { return(err); } tree.NetworkPeer = peer; return(Error.Ok); }
public void HostGame() { PlayerName = ((TextEdit)GetNode("MarginContainer/VBoxContainer/Name")).Text; var peer = new NetworkedMultiplayerENet(); peer.CreateServer(default_port, 32); GetTree().NetworkPeer = peer; GD.Print("You are now hosting."); SetInGame(); StartGame(); }
// Host the server public void HostGame(string name) { ServerMessageManager smm = new ServerMessageManager(); ClientMessageManager cmm = new ClientMessageManager(); // Store own player name players[1] = self_data; self_data[0] = name; // Initializing the network as client var host = new NetworkedMultiplayerENet(); host.CreateServer(SERVER_PORT, MAX_PLAYERS); // Max N players can be connected GetTree().NetworkPeer = host; }
public static void Host() { PeerList.Clear(); Game.StartWorld(); 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 OnHostPressed() { _peer = new NetworkedMultiplayerENet(); _peer.CompressionMode = NetworkedMultiplayerENet.CompressionModeEnum.RangeCoder; Error err = _peer.CreateServer(DefaultPort, MaxNumberOfPeers); if (err != Error.Ok) { // Is another server running? SetStatus("Can't host, address in use.", false); return; } GetTree().NetworkPeer = _peer; _hostButton.Disabled = true; _joinButton.Disabled = true; SetStatus("Waiting for player...", true); }
public bool HostGame(string name) { if (name.Empty()) { EmitSignal(nameof(ErrorSignal), "Please enter a name!"); return(false); } PlayerName = name; var peer = new NetworkedMultiplayerENet(); peer.CreateServer(default_port, max_players); GetTree().NetworkPeer = peer; EmitSignal(nameof(SuccessSignal), "You are now hosting."); return(true); }
public override void _Ready() { LOG = new Logger(this.GetType().Name); ConnectedClients = new System.Collections.Generic.Dictionary<int, ClientRepresentation>(); PackedScene dispatcherPackedScene = GD.Load("res://src/network/PacketDispatcher.tscn") as PackedScene; dispatcher = (PacketDispatcher)dispatcherPackedScene.Instance(); AddChild(dispatcher); RegisterServerCallbacks(); port =(int)ProjectSettings.GetSetting("feudal_mp/server/port"); ENetInstance = new NetworkedMultiplayerENet(); ENetInstance.CreateServer(port); GetTree().NetworkPeer = ENetInstance; LOG.Info("Server started on port " + port); ENetInstance.Connect("peer_connected", this, "receive_peer_connected"); ENetInstance.Connect("peer_disconnected", this, "receive_peer_disconnected"); }
private void HostGame() { // initialize network game NetworkedMultiplayerENet host = new NetworkedMultiplayerENet(); var resp = host.CreateServer(PORT_NUM, 2); if (resp != 0) { GD.Print("ruh roh"); return; } // update UI HideAll(); label.Text = "Waiting for clients"; GetTree().SetNetworkPeer(host); }
private void _On_Host_Pressed() { GD.Print("on host pressed"); NetworkedMultiplayerENet host = new NetworkedMultiplayerENet(); host.SetCompressionMode(NetworkedMultiplayerENet.CompressionModeEnum.RangeCoder); // max: 1 peer, since it's a 2 player game for now Error err = host.CreateServer(DEFAULT_PORT, 1); if (err != Error.Ok) { _Set_Status("Can't host, address in use.", false); return; } GetTree().SetNetworkPeer(host); _joinBtn.SetDisabled(true); _hostBtn.SetDisabled(true); _Set_Status("Waiting for player..", true); }
private void OnHostPressed() { NetworkedMultiplayerENet Host = new NetworkedMultiplayerENet(); Host.CompressionMode = NetworkedMultiplayerENet.CompressionModeEnum.RangeCoder; Error Err = Host.CreateServer(Port, 1); switch (Err) { case Error.AlreadyInUse: SetStatus("Can't host, address already in use", false); return; } GetTree().NetworkPeer = Host; HostButton.Disabled = true; JoinButton.Disabled = true; SetStatus("Waiting for player...", true); }
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 static void Host() { if (Self.GetTree().NetworkPeer != null) { Console.ThrowPrint(Self.GetTree().IsNetworkServer() ? "Cannot host when already hosting" : "Cannot host when connected to a server"); return; } Players.Clear(); World.Start(); var Peer = new NetworkedMultiplayerENet(); Peer.CreateServer(Port, Game.MaxPlayers); Self.GetTree().NetworkPeer = Peer; Console.Log($"Started hosting on port '{Port}'"); World.DefaultPlatforms(); }
public override void _Ready() { var server = new NetworkedMultiplayerENet(); GetTree().OnNetworkPeerConnected((id) => { GD.Print("Peer connected"); this.FireLanEvent(LanBoolEvent, true); this.FireLanEvent(LanStringEvent, "true"); this.FireLanEvent(LanFloatEvent, 1.0f); this.FireLanEvent(LanIntEvent, 1); this.FireLanEvent( LanSerializedEvent, new SerializedClass { Field = "true" }, new SerializedClassSerializer() ); GD.Print("Events fired"); }); server.CreateServer(ServerPort, 1); GetTree().NetworkPeer = server; }
public void InitServer(Godot.Object obj, string playerJoin, string playerLeave, string port = "") { isServer = true; peer = new Godot.NetworkedMultiplayerENet(); this.GetTree().Connect("network_peer_connected", obj, playerJoin); this.GetTree().Connect("network_peer_disconnected", obj, playerLeave); int usedPort = DefaultPort; int customPort = 0; if (port != "" && Int32.TryParse(port, out customPort)) { usedPort = customPort; } this.randomSeed = (int)DateTime.Now.Ticks; this.random = new Random(randomSeed); peer.CreateServer(DefaultPort, MaxPlayers); this.GetTree().SetNetworkPeer(peer); selfPeerId = this.GetTree().GetNetworkUniqueId(); }
// Main menu network controls: public void OnHostPressed() { ClientVariables.SaveMainMenu(); if (ClientVariables.NetworkOptions.UseUPNP) { UPNP upnp = new UPNP(); UPNP.UPNPResult resultV4 = (UPNP.UPNPResult)upnp.Discover(2000, 2, "InternetGatewayDevice"); if (resultV4 == UPNP.UPNPResult.Success) { GD.Print("Will attempt to add port-forward with upnp ip v4"); upnp.AddPortMapping(ClientVariables.NetworkOptions.Port); } else { upnp.DiscoverIpv6 = true; UPNP.UPNPResult resultV6 = (UPNP.UPNPResult)upnp.Discover(2000, 2, "InternetGatewayDevice"); if (resultV6 == UPNP.UPNPResult.Success) { GD.Print("Will attemt to add port-forward with upnp ip v6"); upnp.AddPortMapping(ClientVariables.NetworkOptions.Port); } } } var peer = new NetworkedMultiplayerENet(); Error result = peer.CreateServer(ClientVariables.NetworkOptions.Port); if (result == Error.Ok) { GetTree().NetworkPeer = peer; Global.GotoScene("res://Session/Session.tscn"); } else { GD.Print(result); GD.Print("On port:" + ClientVariables.NetworkOptions.Port); } }
public void createServer(String serverName, int port, int max_players) { hostType = "Server"; serverinfo.name = serverName; serverinfo.used_port = port; serverinfo.max_players = max_players; // Initialize the networking system NetworkedMultiplayerENet peer = new NetworkedMultiplayerENet(); // Try to create the server if (peer.CreateServer(serverinfo.used_port, serverinfo.max_players) != Error.Ok) { GD.PrintErr("Failed to create server"); return; } // # Assign it into the tree GetTree().NetworkPeer = peer; // Tell the server has been created successfully EmitSignal(nameof(ServerCreatedSignal)); registerPlayer(gamestateNetworkPlayer.ToString()); }