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 ConnectToServer() { _network = new NetworkedMultiplayerENet(); _network.CreateClient(_ip, _port); GetTree().NetworkPeer = _network; _network.Connect("connection_failed", this, "_OnConnectionFailed"); _network.Connect("connection_succeeded", this, "_OnConnectionSucceeded"); }
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"); }
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"); }
public override void _Ready() { LOG = new Logger(this.GetType().Name); PackedScene dispatcherPackedScene = GD.Load("res://src/network/PacketDispatcher.tscn") as PackedScene; dispatcher = (PacketDispatcher)dispatcherPackedScene.Instance(); AddChild(dispatcher); PlayerName = GetNode <Godot.LineEdit>("/root/FeudalMP/UI/Control/HBoxContainer/CenterContainer/VBoxContainer/name/LineEdit").Text; string ip = GetNode <Godot.LineEdit>("/root/FeudalMP/UI/Control/HBoxContainer/CenterContainer/VBoxContainer/ip/LineEdit").Text; int port = System.Int32.Parse(GetNode <Godot.LineEdit>("/root/FeudalMP/UI/Control/HBoxContainer/CenterContainer/VBoxContainer/port/LineEdit").Text); RegisterClientCallbacks(); ENetInstance = new NetworkedMultiplayerENet(); ENetInstance.CreateClient(ip, port); GetTree().NetworkPeer = ENetInstance; ENetInstance.Connect("connection_failed", this, "receive_connection_failed"); ENetInstance.Connect("connection_succeeded", this, "receive_connection_succeeded"); ENetInstance.Connect("server_disconnected", this, "receive_server_disconnected"); }
public bool StartClient(string Address, int Port) { NetworkedMultiplayerENet peer = new NetworkedMultiplayerENet(); peer.Connect("connection_succeeded", this, nameof(ClientOnConnected)); peer.Connect("connection_failed", this, nameof(ClientOnFailedToConnect)); peer.Connect("server_disconnected", this, nameof(ClientOnServerDisconnect)); ConfigurePeer(peer); Error error = peer.CreateClient(Address, Port); bool Success = error == Error.Ok; MDLog.CLog(Success, LOG_CAT, MDLogLevel.Info, $"Connecting to server at {Address}:{Port}"); MDLog.CLog(!Success, LOG_CAT, MDLogLevel.Error, $"Failed to connect to server at {Address}:{Port}"); if (Success) { SetNetworkPeer(peer); } return(Success); }