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); }
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 }
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 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); }
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 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 ConnectTo(string InIp, int port) { //Set static string Ip NetworkedMultiplayerENet Peer = new NetworkedMultiplayerENet(); Peer.CreateClient(InIp, port); GetTree().NetworkPeer = Peer; }
//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}"); }
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(); }
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(String IPAddress, String newName) { // Assign new data playerName = newName; // Create client NetworkedMultiplayerENet host = new NetworkedMultiplayerENet(); host.CreateClient(IPAddress, PORT); GetTree().NetworkPeer = host; }
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); }
/// <summary> /// Creates a client. /// Will silently replace any pre-existing peer without performing any shutdown/cleanup logic. /// </summary> /// <returns> /// The return value from CreateClient(). /// `Error.Ok` signifies that the client was created and bounded. /// </returns> public static Error StartClient(this SceneTree tree, string host, int port) { var peer = new NetworkedMultiplayerENet(); var err = peer.CreateClient(host, port); if (err != Error.Ok) { return(err); } tree.NetworkPeer = peer; return(Error.Ok); }
public void joinServer(String ip, int port) { hostType = "Client"; NetworkedMultiplayerENet peer = new NetworkedMultiplayerENet(); if (peer.CreateClient(ip, port) != Error.Ok) { EmitSignal(nameof(JoinFailSignal)); return; } GetTree().NetworkPeer = peer; }
public static void ConnectTo(string InIp) { //Set static string Ip Ip = InIp; NetworkedMultiplayerENet Peer = new NetworkedMultiplayerENet(); Peer.CreateClient(Ip, Port); Self.GetTree().SetNetworkPeer(Peer); IsWaitingForServer = true; }
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"); }
// Join a server public void JoinGame(string name, string ip_address) { ClientMessageManager cmm = new ClientMessageManager(); // Store own player name self_data[0] = name; // Initializing the network as server var host = new NetworkedMultiplayerENet(); host.CreateClient(ip_address, SERVER_PORT); GetTree().NetworkPeer = host; }
public void joinServer(String ip, int port) { hostType = "Client"; NetworkedMultiplayerENet peer = new NetworkedMultiplayerENet(); peer.CompressionMode = NetworkedMultiplayerENet.CompressionModeEnum.Zstd; if (peer.CreateClient(ip, port) != Error.Ok) { EmitSignal(nameof(JoinFailSignal), "JOIN SERVER AT " + ip + ":" + port + " FAIL. PLEASE CHECK DETAIL AND TRY AGAIN."); return; } GetTree().NetworkPeer = peer; }
private void OnJoinPressed() { string ip = _address.Text; if (!ip.IsValidIPAddress()) { SetStatus("IP address is invalid", false); return; } _peer = new NetworkedMultiplayerENet(); _peer.CompressionMode = NetworkedMultiplayerENet.CompressionModeEnum.RangeCoder; _peer.CreateClient(ip, DefaultPort); GetTree().NetworkPeer = _peer; SetStatus("Connecting...", true); }
private void OnJoinPressed() { string IP = Address.Text; if (!IP.IsValidIPAddress()) { SetStatus("IP Address is invalid", false); return; } NetworkedMultiplayerENet Host = new NetworkedMultiplayerENet(); Host.CompressionMode = NetworkedMultiplayerENet.CompressionModeEnum.RangeCoder; Host.CreateClient(IP, Port); GetTree().NetworkPeer = Host; SetStatus("Connecting...", true); }
public async Task Test() { var server = new NetworkedMultiplayerENet(); var boolEvent = AwaitResponse(LanBoolEvent, (bool payload) => payload); var stringEvent = AwaitResponse(LanStringEvent, (string payload) => payload == "true"); var intEvent = AwaitResponse(LanIntEvent, (int payload) => payload == 1); var floatEvent = AwaitResponse(LanFloatEvent, (float payload) => payload == 1.0f); var serializedEvent = AwaitResponse(LanSerializedEvent, (SerializedClass payload) => payload.Field == "true"); var error = server.CreateClient("127.0.0.1", ServerPort); Assertions.AssertTrue(error == Error.Ok, "Connection without errors"); GetTree().NetworkPeer = server; var results = await Task.WhenAll( boolEvent, stringEvent, intEvent, floatEvent, serializedEvent); Assertions.AssertTrue(results.All(result => result), "All Lan events done"); }
/// <summary> /// Join an existing game by address and port /// </summary> /// <param name="address"></param> /// <param name="port"></param> public void JoinGame(String address, int port) { // hook up to client specific network events GetTree().Connect("server_disconnected", this, nameof(OnServerDisconnected)); GetTree().Connect("connected_to_server", this, nameof(OnConnectedToServer)); GetTree().Connect("connection_failed", this, nameof(OnConnectionFailed)); var peer = new NetworkedMultiplayerENet(); var error = peer.CreateClient(address, port); if (error != Error.Ok) { GD.PrintErr($"Failed to connect to server: {address}:{port} Error: {error.ToString()}"); return; } GetTree().NetworkPeer = peer; GD.Print($"Joined game at {address}:{port}"); }
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 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); }
public void InitClient(string address, Godot.Object obj, string success, string peerJoin, string fail, string port = "") { isServer = false; GetTree().Connect("connected_to_server", obj, success); GetTree().Connect("connection_failed", obj, fail); GetTree().Connect("network_peer_connected", obj, peerJoin); int usedPort = DefaultPort; int customPort = 0; if (port != "" && Int32.TryParse(port, out customPort)) { usedPort = customPort; } peer = new Godot.NetworkedMultiplayerENet(); peer.CreateClient(address, usedPort); this.GetTree().SetNetworkPeer(peer); selfPeerId = this.GetTree().GetNetworkUniqueId(); }
public static void ConnectTo(string InIp) { if (Self.GetTree().NetworkPeer != null) { if (Self.GetTree().IsNetworkServer()) { Console.Print("Error: Cannot connect when hosting"); } else { Console.Print("Error: Cannot connect when already connected to a server"); } return; } //Set static string Ip Ip = InIp; NetworkedMultiplayerENet Peer = new NetworkedMultiplayerENet(); Peer.CreateClient(Ip, Port); Self.GetTree().SetNetworkPeer(Peer); }