generated from Persson-dev/Godot-Xmake
moved network interface
This commit is contained in:
@@ -1,5 +1,3 @@
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[gd_scene format=3 uid="uid://clafls1xhludi"]
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[node name="Lobby" type="Lobby"]
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[node name="NetworkInterface" type="NetworkInterface" parent="."]
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[node name="NetworkInterface" type="NetworkInterface"]
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@@ -5,11 +5,8 @@
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[node name="Main" type="Main"]
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[node name="Lobby" parent="." instance=ExtResource("1_06ibn")]
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[node name="Network" parent="." instance=ExtResource("1_06ibn")]
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[node name="MainMenu" parent="." instance=ExtResource("2_lavg1")]
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[connection signal="local_player_connected" from="Lobby" to="MainMenu" method="on_connected"]
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[connection signal="change_scene" from="MainMenu" to="." method="change_scene"]
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[connection signal="create_game" from="MainMenu" to="Lobby" method="create_game"]
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[connection signal="join_game" from="MainMenu" to="Lobby" method="join_game"]
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@@ -1,10 +1,11 @@
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#pragma once
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#include <blitz/protocol/PacketDispatcher.h>
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#include <blitz/protocol/Packets.h>
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#include <godot_cpp/classes/node.hpp>
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#include <blitz/protocol/PacketDispatcher.h>
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namespace blitz {
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class NetworkInterface : public godot::Node, public protocol::PacketDispatcher {
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GDCLASS(NetworkInterface, godot::Node)
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protected:
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@@ -17,10 +18,21 @@ class NetworkInterface : public godot::Node, public protocol::PacketDispatcher {
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void BroadcastPacket(const protocol::Packet& a_Packet);
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void SendPacket(PeerID a_Peer, const protocol::Packet& a_Packet);
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godot::Error JoinGame(const godot::String& a_Address, uint16_t a_Port);
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godot::Error CreateGame(uint16_t a_Port, bool a_Dedicated = false);
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void ShutdownNetwork();
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void _ready() override;
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private:
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void RecievePacketDataReliable(godot::PackedByteArray a_PacketData);
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void OnPlayerConnected(PeerID a_PeerId);
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void OnPlayerDisconnected(PeerID a_PeerId);
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void OnConnectOk();
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void OnConnectFail();
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void OnServerDisconnected();
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};
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} // namespace blitz
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@@ -1,32 +0,0 @@
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#pragma once
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#include <godot_cpp/classes/node.hpp>
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#include <client/NetworkInterface.h>
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namespace blitz {
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class Lobby : public godot::Node {
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GDCLASS(Lobby, godot::Node)
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protected:
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static void _bind_methods();
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public:
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Lobby();
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~Lobby();
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void _ready() override;
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godot::Error JoinGame(const godot::String& a_Address, uint16_t a_Port);
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godot::Error CreateGame(uint16_t a_Port, bool a_Dedicated = false);
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void Shutdown();
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private:
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void OnPlayerConnected(PeerID a_PeerId);
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void OnPlayerDisconnected(PeerID a_PeerId);
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void OnConnectOk();
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void OnConnectFail();
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void OnServerDisconnected();
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};
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} // namespace blitz
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@@ -2,6 +2,7 @@
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#include <godot_cpp/classes/button.hpp>
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#include <godot_cpp/classes/control.hpp>
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#include <blitz/godot/NetworkInterface.h>
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namespace blitz {
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@@ -22,11 +23,17 @@ class MainMenu : public godot::Control {
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godot::Button* m_CreateButton;
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godot::Button* m_QuitButton;
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NetworkInterface* m_NetworkInterface;
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void OnConnected();
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void OnDisconnected();
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void OnJoinPressed();
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void OnCreatePressed();
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void OnQuitPressed();
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void DisableButtons();
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void EnableButtons();
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};
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} // namespace blitz
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@@ -1,7 +1,7 @@
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#pragma once
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#include <godot_cpp/classes/node.hpp>
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#include <blitz/common/Types.h>
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#include <godot_cpp/classes/node.hpp>
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namespace blitz {
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@@ -19,14 +19,14 @@ class Server : public godot::Node {
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void _ready() override;
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void OnPlayerConnect(PeerID a_PeerId);
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void OnPlayerDisconnect(PeerID a_PeerId);
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void OnPlayerConnect(PeerID a_PeerId);
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void OnPlayerDisconnect(PeerID a_PeerId);
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private:
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Lobby* m_Lobby;
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NetworkInterface* m_NetworkInterface;
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Lobby* m_Lobby;
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NetworkInterface* m_NetworkInterface;
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godot::TypedArray<PeerID> m_Peers;
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godot::TypedArray<PeerID> m_Peers;
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};
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} // namespace blitz
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129
src/blitz/godot/NetworkInterface.cpp
Normal file
129
src/blitz/godot/NetworkInterface.cpp
Normal file
@@ -0,0 +1,129 @@
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#include <blitz/godot/NetworkInterface.h>
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#include <blitz/protocol/PacketFactory.h>
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#include <blitz/protocol/PacketSerializer.h>
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#include <godot_cpp/classes/e_net_multiplayer_peer.hpp>
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#include <godot_cpp/classes/multiplayer_api.hpp>
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#include <godot_cpp/classes/packed_scene.hpp>
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#include <godot_cpp/classes/resource_loader.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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namespace blitz {
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static const char ServerScenePath[] = "res://Scenes/Network/server.tscn";
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using namespace godot;
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void NetworkInterface::_bind_methods() {
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ClassDB::bind_method(D_METHOD("RecievePacketDataReliable", "a_PacketData"), &NetworkInterface::RecievePacketDataReliable);
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// server
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ADD_SIGNAL(MethodInfo("player_connected", PropertyInfo(Variant::INT, "peer_id")));
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ADD_SIGNAL(MethodInfo("player_disconnected", PropertyInfo(Variant::INT, "peer_id")));
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// client
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ADD_SIGNAL(MethodInfo("server_disconnected"));
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ADD_SIGNAL(MethodInfo("local_player_connected"));
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protocol::PacketFactory::Init();
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}
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NetworkInterface::NetworkInterface() {}
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NetworkInterface::~NetworkInterface() {}
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void NetworkInterface::_ready() {
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// TODO: unreliable
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Dictionary config;
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config["rpc_mode"] = MultiplayerAPI::RPC_MODE_ANY_PEER;
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config["transfer_mode"] = MultiplayerPeer::TRANSFER_MODE_RELIABLE;
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config["call_local"] = true;
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config["channel"] = 0;
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rpc_config("RecievePacketDataReliable", config);
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get_multiplayer()->connect("peer_connected", callable_mp(this, &NetworkInterface::OnPlayerConnected));
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get_multiplayer()->connect("peer_disconnected", callable_mp(this, &NetworkInterface::OnPlayerDisconnected));
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get_multiplayer()->connect("connected_to_server", callable_mp(this, &NetworkInterface::OnConnectOk));
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get_multiplayer()->connect("connection_failed", callable_mp(this, &NetworkInterface::OnConnectFail));
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get_multiplayer()->connect("server_disconnected", callable_mp(this, &NetworkInterface::OnServerDisconnected));
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}
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void NetworkInterface::BroadcastPacket(const protocol::Packet& a_Packet) {
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PackedByteArray byteArray = protocol::PacketSerializer::Serialize(a_Packet);
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rpc("RecievePacketDataReliable", byteArray);
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}
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void NetworkInterface::SendPacket(PeerID a_Peer, const protocol::Packet& a_Packet) {
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PackedByteArray byteArray = protocol::PacketSerializer::Serialize(a_Packet);
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rpc_id(a_Peer, "RecievePacketDataReliable", byteArray);
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}
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void NetworkInterface::RecievePacketDataReliable(godot::PackedByteArray a_PacketData) {
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auto packet = protocol::PacketSerializer::Deserialize(a_PacketData);
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if (packet) {
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packet->m_Sender = get_multiplayer()->get_remote_sender_id();
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Dispatch(*packet);
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}
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}
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Error NetworkInterface::JoinGame(const String& a_Address, uint16_t a_Port) {
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auto* peer = memnew(ENetMultiplayerPeer);
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Error error = peer->create_client(a_Address, a_Port);
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if (error) {
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OnConnectFail();
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return error;
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}
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get_multiplayer()->set_multiplayer_peer(peer);
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return Error::OK;
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}
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Error NetworkInterface::CreateGame(uint16_t a_Port, bool a_Dedicated) {
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auto* peer = memnew(ENetMultiplayerPeer);
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Error error = peer->create_server(a_Port);
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if (error)
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return error;
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get_multiplayer()->set_multiplayer_peer(peer);
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Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(ServerScenePath);
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add_child(serverScene->instantiate());
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if (!a_Dedicated) {
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emit_signal("local_player_connected");
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emit_signal("player_connected", get_multiplayer()->get_unique_id());
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}
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return Error::OK;
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}
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void NetworkInterface::OnPlayerConnected(PeerID a_PeerId) {
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emit_signal("player_connected", a_PeerId);
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}
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void NetworkInterface::OnPlayerDisconnected(PeerID a_PeerId) {
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emit_signal("player_disconnected", a_PeerId);
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}
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void NetworkInterface::OnConnectOk() {
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emit_signal("local_player_connected");
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}
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void NetworkInterface::OnConnectFail() {
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ShutdownNetwork();
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emit_signal("server_disconnected");
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}
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void NetworkInterface::OnServerDisconnected() {
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ShutdownNetwork();
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emit_signal("server_disconnected");
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}
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void NetworkInterface::ShutdownNetwork() {
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get_multiplayer()->set_multiplayer_peer(nullptr);
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if (auto* server = find_child("Server")) {
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server->queue_free();
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}
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}
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} // namespace blitz
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@@ -1,99 +0,0 @@
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#include <client/Lobby.h>
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#include <godot_cpp/classes/e_net_multiplayer_peer.hpp>
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#include <godot_cpp/classes/multiplayer_api.hpp>
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#include <godot_cpp/classes/packed_scene.hpp>
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#include <godot_cpp/classes/resource_loader.hpp>
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#include <godot_cpp/variant/dictionary.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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using namespace godot;
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static const char ServerScenePath[] = "res://Scenes/Network/server.tscn";
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namespace blitz {
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void Lobby::_bind_methods() {
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godot::ClassDB::bind_method(godot::D_METHOD("create_game", "port", "dedicated"), &Lobby::CreateGame);
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godot::ClassDB::bind_method(godot::D_METHOD("join_game", "address", "port"), &Lobby::JoinGame);
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ADD_SIGNAL(MethodInfo("player_connected", PropertyInfo(Variant::INT, "peer_id")));
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ADD_SIGNAL(MethodInfo("player_disconnected", PropertyInfo(Variant::INT, "peer_id")));
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ADD_SIGNAL(MethodInfo("server_disconnected"));
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ADD_SIGNAL(MethodInfo("local_player_connected"));
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}
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Lobby::Lobby() {}
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Lobby::~Lobby() {}
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void Lobby::_ready() {
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get_multiplayer()->connect("peer_connected", callable_mp(this, &Lobby::OnPlayerConnected));
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get_multiplayer()->connect("peer_disconnected", callable_mp(this, &Lobby::OnPlayerDisconnected));
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get_multiplayer()->connect("connected_to_server", callable_mp(this, &Lobby::OnConnectOk));
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get_multiplayer()->connect("connection_failed", callable_mp(this, &Lobby::OnConnectFail));
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get_multiplayer()->connect("server_disconnected", callable_mp(this, &Lobby::OnServerDisconnected));
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}
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Error Lobby::JoinGame(const String& a_Address, uint16_t a_Port) {
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auto* peer = memnew(ENetMultiplayerPeer);
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Error error = peer->create_client(a_Address, a_Port);
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if (error)
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return error;
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get_multiplayer()->set_multiplayer_peer(peer);
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return Error::OK;
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}
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Error Lobby::CreateGame(uint16_t a_Port, bool a_Dedicated) {
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auto* peer = memnew(ENetMultiplayerPeer);
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Error error = peer->create_server(a_Port);
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if (error)
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return error;
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get_multiplayer()->set_multiplayer_peer(peer);
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Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(ServerScenePath);
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add_child(serverScene->instantiate());
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if (!a_Dedicated) {
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emit_signal("local_player_connected");
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emit_signal("player_connected", get_multiplayer()->get_unique_id());
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}
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return Error::OK;
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}
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void Lobby::Shutdown() {
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get_multiplayer()->set_multiplayer_peer(nullptr);
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if (auto* server = find_child("Server")) {
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remove_child(server);
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}
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}
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void Lobby::OnPlayerConnected(PeerID a_PeerId) {
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if (get_multiplayer()->is_server()) {
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emit_signal("player_connected", a_PeerId);
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}
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}
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void Lobby::OnPlayerDisconnected(PeerID a_PeerId) {
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if (get_multiplayer()->is_server()) {
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emit_signal("player_disconnected", a_PeerId);
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}
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}
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void Lobby::OnConnectOk() {
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int32_t peerId = get_multiplayer()->get_unique_id();
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emit_signal("local_player_connected");
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}
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void Lobby::OnConnectFail() {
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Shutdown();
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}
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void Lobby::OnServerDisconnected() {
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Shutdown();
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emit_signal("server_disconnected");
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}
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} // namespace blitz
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@@ -7,7 +7,6 @@
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#include <godot_cpp/classes/window.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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#include <client/Lobby.h>
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#include <client/World.h>
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using namespace godot;
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@@ -9,8 +9,6 @@ namespace blitz {
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void MainMenu::_bind_methods() {
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godot::ClassDB::bind_method(godot::D_METHOD("on_connected"), &MainMenu::OnConnected);
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ADD_SIGNAL(MethodInfo("create_game", PropertyInfo(Variant::INT, "port"), PropertyInfo(Variant::BOOL, "dedicated")));
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ADD_SIGNAL(MethodInfo("join_game", PropertyInfo(Variant::STRING, "address"), PropertyInfo(Variant::INT, "port")));
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ADD_SIGNAL(MethodInfo("change_scene"));
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}
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@@ -30,9 +28,15 @@ void MainMenu::_ready() {
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DEV_ASSERT(m_CreateButton);
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DEV_ASSERT(m_QuitButton);
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m_NetworkInterface = Object::cast_to<NetworkInterface>(get_parent()->find_child("Network"));
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DEV_ASSERT(m_NetworkInterface);
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m_JoinButton->connect("pressed", callable_mp(this, &MainMenu::OnJoinPressed));
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m_CreateButton->connect("pressed", callable_mp(this, &MainMenu::OnCreatePressed));
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m_QuitButton->connect("pressed", callable_mp(this, &MainMenu::OnQuitPressed));
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m_NetworkInterface->connect("local_player_connected", callable_mp(this, &MainMenu::OnConnected));
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m_NetworkInterface->connect("server_disconnected", callable_mp(this, &MainMenu::OnDisconnected));
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}
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void MainMenu::OnConnected() {
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@@ -40,16 +44,33 @@ void MainMenu::OnConnected() {
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set_visible(false);
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}
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void MainMenu::OnDisconnected() {
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set_visible(true);
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EnableButtons();
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}
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void MainMenu::OnJoinPressed() {
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emit_signal("join_game", "localhost", 25565);
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DisableButtons();
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m_NetworkInterface->JoinGame("localhost", 25565);
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}
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void MainMenu::OnCreatePressed() {
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emit_signal("create_game", 25565, false);
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DisableButtons();
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m_NetworkInterface->CreateGame(25565);
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}
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void MainMenu::OnQuitPressed() {
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get_tree()->quit();
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}
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void MainMenu::DisableButtons() {
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m_JoinButton->set_disabled(true);
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m_CreateButton->set_disabled(true);
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}
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void MainMenu::EnableButtons() {
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m_JoinButton->set_disabled(false);
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m_CreateButton->set_disabled(false);
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}
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} // namespace blitz
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@@ -1,50 +0,0 @@
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#include <client/NetworkInterface.h>
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#include <blitz/protocol/PacketFactory.h>
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#include <blitz/protocol/PacketSerializer.h>
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#include <godot_cpp/classes/multiplayer_api.hpp>
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#include <godot_cpp/classes/multiplayer_peer.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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namespace blitz {
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using namespace godot;
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void NetworkInterface::_bind_methods() {
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ClassDB::bind_method(D_METHOD("RecievePacketDataReliable", "a_PacketData"), &NetworkInterface::RecievePacketDataReliable);
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protocol::PacketFactory::Init();
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}
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NetworkInterface::NetworkInterface() {}
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NetworkInterface::~NetworkInterface() {}
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void NetworkInterface::_ready() {
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// TODO: unreliable
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Dictionary config;
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config["rpc_mode"] = MultiplayerAPI::RPC_MODE_ANY_PEER;
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config["transfer_mode"] = MultiplayerPeer::TRANSFER_MODE_RELIABLE;
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config["call_local"] = true;
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config["channel"] = 0;
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rpc_config("RecievePacketDataReliable", config);
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}
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void NetworkInterface::BroadcastPacket(const protocol::Packet& a_Packet) {
|
||||
PackedByteArray byteArray = protocol::PacketSerializer::Serialize(a_Packet);
|
||||
rpc("RecievePacketDataReliable", byteArray);
|
||||
}
|
||||
|
||||
void NetworkInterface::SendPacket(PeerID a_Peer, const protocol::Packet& a_Packet) {
|
||||
PackedByteArray byteArray = protocol::PacketSerializer::Serialize(a_Packet);
|
||||
rpc_id(a_Peer, "RecievePacketDataReliable", byteArray);
|
||||
}
|
||||
|
||||
void NetworkInterface::RecievePacketDataReliable(godot::PackedByteArray a_PacketData) {
|
||||
auto packet = protocol::PacketSerializer::Deserialize(a_PacketData);
|
||||
if (packet) {
|
||||
packet->m_Sender = get_multiplayer()->get_remote_sender_id();
|
||||
Dispatch(*packet);
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace blitz
|
||||
@@ -1,7 +1,6 @@
|
||||
#include <client/Server.h>
|
||||
|
||||
#include <client/Lobby.h>
|
||||
#include <client/NetworkInterface.h>
|
||||
#include <blitz/godot/NetworkInterface.h>
|
||||
#include <godot_cpp/classes/engine.hpp>
|
||||
|
||||
using namespace godot;
|
||||
@@ -19,13 +18,11 @@ void Server::_ready() {
|
||||
return;
|
||||
|
||||
|
||||
m_Lobby = Object::cast_to<Lobby>(get_parent());
|
||||
DEV_ASSERT(m_Lobby);
|
||||
m_NetworkInterface = Object::cast_to<NetworkInterface>(m_Lobby->find_child("NetworkInterface"));
|
||||
m_NetworkInterface = Object::cast_to<NetworkInterface>(get_parent());
|
||||
DEV_ASSERT(m_NetworkInterface);
|
||||
|
||||
m_Lobby->connect("player_connected", callable_mp(this, &Server::OnPlayerConnect));
|
||||
m_Lobby->connect("player_disconnected", callable_mp(this, &Server::OnPlayerDisconnect));
|
||||
m_NetworkInterface->connect("player_connected", callable_mp(this, &Server::OnPlayerConnect));
|
||||
m_NetworkInterface->connect("player_disconnected", callable_mp(this, &Server::OnPlayerDisconnect));
|
||||
}
|
||||
|
||||
void Server::OnPlayerConnect(PeerID a_PeerId) {
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#include <client/World.h>
|
||||
|
||||
#include <blitz/godot/NetworkInterface.h>
|
||||
#include <client/FirstPersonPlayer.h>
|
||||
#include <client/NetworkInterface.h>
|
||||
#include <client/Player.h>
|
||||
#include <godot_cpp/classes/engine.hpp>
|
||||
#include <godot_cpp/classes/multiplayer_api.hpp>
|
||||
@@ -26,10 +26,7 @@ void World::_ready() {
|
||||
m_Players = find_child("Players");
|
||||
DEV_ASSERT(m_Players);
|
||||
|
||||
auto* lobby = get_parent()->find_child("Lobby");
|
||||
DEV_ASSERT(lobby);
|
||||
|
||||
m_NetworkInterface = Object::cast_to<NetworkInterface>(lobby->find_child("NetworkInterface"));
|
||||
m_NetworkInterface = Object::cast_to<NetworkInterface>(get_parent()->find_child("Network"));
|
||||
DEV_ASSERT(m_NetworkInterface);
|
||||
|
||||
m_NetworkInterface->RegisterHandler(protocol::PacketType::PlayerJoin, *this);
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
#include <blitz/godot/NetworkInterface.h>
|
||||
#include <client/FirstPersonPlayer.h>
|
||||
#include <client/Lobby.h>
|
||||
#include <client/Main.h>
|
||||
#include <client/MainMenu.h>
|
||||
#include <client/NetworkInterface.h>
|
||||
#include <client/Player.h>
|
||||
#include <client/Server.h>
|
||||
#include <client/World.h>
|
||||
@@ -17,7 +16,6 @@ static void RegisterClasses() {
|
||||
GDREGISTER_CLASS(blitz::Player);
|
||||
GDREGISTER_CLASS(blitz::FirstPersonPlayer);
|
||||
GDREGISTER_CLASS(blitz::MainMenu);
|
||||
GDREGISTER_CLASS(blitz::Lobby);
|
||||
GDREGISTER_CLASS(blitz::World);
|
||||
GDREGISTER_CLASS(blitz::Main);
|
||||
GDREGISTER_CLASS(blitz::NetworkInterface);
|
||||
|
||||
Reference in New Issue
Block a user