Server.gd 2.6 KB

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  1. extends Node
  2. var net = NetworkedMultiplayerENet.new()
  3. var api = MultiplayerAPI.new()
  4. var port = 8081
  5. var maxplayer = 4
  6. export(NodePath) var database
  7. func _ready():
  8. print('listening to port: ' + str(port))
  9. net.create_server(port, maxplayer)
  10. self.set_custom_multiplayer(api)
  11. custom_multiplayer.set_root_node(self)
  12. custom_multiplayer.set_network_peer(net)
  13. net.connect("peer_disconnected",self,"disc")
  14. net.connect("peer_connected",self,"conn")
  15. pass # Replace with function body.
  16. func _process(_delta):
  17. custom_multiplayer.poll()
  18. var playerphsyics = preload('res://playerphysics.tscn')
  19. func conn(arg):
  20. print('client connected, id: ' + str(arg))
  21. yield(get_tree(),"physics_frame")
  22. rpc_id(0,'ping')
  23. print('clients connected: ' + str(custom_multiplayer.get_network_connected_peers().size()))
  24. var instance = playerphsyics.instance()
  25. instance.name = str(arg)
  26. $players.add_child(instance)
  27. func makedummmy():
  28. var node = api.get_rpc_sender_id()
  29. $players.get_node(str(node)).add_to_group('dummy')
  30. remote func send_clients():
  31. rpc_id(api.get_rpc_sender_id(), 'client_data', custom_multiplayer.get_network_connected_peers())
  32. # extra
  33. func disc(arg):
  34. print('client disconnected, id: ' + str(arg))
  35. remote func latency(arg):
  36. rpc_id(api.get_rpc_sender_id(), 'returnping', arg)
  37. remote func input_handler(arg):
  38. var id = api.get_rpc_sender_id()
  39. if $players.has_node(str(id)):
  40. $players.get_node(str(id)).input = arg
  41. var tick = 0
  42. export var tickrate = 3
  43. func _physics_process(delta):
  44. var position_datachunk = {}
  45. for i in $players.get_children():
  46. position_datachunk[i.name] = i.global_position
  47. rpc_id(0, 'player_position', position_datachunk)
  48. var animation_datachunk = {}
  49. for i in $players.get_children():
  50. animation_datachunk[i.name] = i.animation
  51. rpc_id(0, 'player_animation', animation_datachunk)
  52. tick += 1
  53. if fmod(tick,tickrate) == 0:
  54. var enemies_datachunk = PoolByteArray()
  55. for i in $enemies.dict.arraypos.size():
  56. if $enemies.dict.arrayvida[i] > 0:
  57. var pos = $enemies.dict.arraypos[i]
  58. enemies_datachunk.append_array( return_int16(pos.x) )
  59. enemies_datachunk.append_array( return_int16(pos.y) )
  60. rpc_unreliable_id(0, 'enemies_position_2', enemies_datachunk)
  61. func return_int16(number):
  62. var int16 = number + 32768
  63. var bytetest : PoolByteArray
  64. var byte1:int = int(int16/255)
  65. var byte2:int = int(fmod(int16,255))
  66. bytetest.append(byte1)
  67. bytetest.append(byte2)
  68. return bytetest
  69. func player_anim(attack,arg):
  70. rpc_id( 0,'attack_anim', attack, int(arg) )
  71. func hp_update(vida, id):
  72. rpc_id( 0,'atr_update', {id:{'hp':vida}})
  73. func kill_update(kill, id):
  74. rpc_id( 0,'atr_update', {id:{'k':kill}})