fully sync player movements over network

This commit is contained in:
2023-01-17 13:54:26 +01:00
parent 1ef5d54d6c
commit 9893bc45b4
19 changed files with 434 additions and 62 deletions

44
scripts/utils/network.gd Normal file
View File

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extends Node
signal player_spawn
# The player scene (which we want to configure for replication).
const Player = preload("res://entities/Player.tscn")
@onready var NetworkingRoot = get_node("/root/Game/Networking")
func start_network(server: bool, ip="localhost"):
var peer = ENetMultiplayerPeer.new()
if server:
peer.create_server(27015)
# Listen to peer connections, and create new player for them
multiplayer.peer_connected.connect(create_player)
# Listen to peer disconnections, and destroy their players
multiplayer.peer_disconnected.connect(destroy_player)
multiplayer.set_multiplayer_peer(peer)
create_player()
else:
peer.create_client(ip, 27015)
multiplayer.set_multiplayer_peer(peer)
func add_network_entity(path):
var spawner = NetworkingRoot.get_node("Networking") as MultiplayerSpawner
spawner.add_spawnable_scene(path)
func create_player(id=1):
# Instantiate a new player for this client.
var p = Player.instantiate()
# Sets the player name (only sent during spawn).
#p.player_name = "Player %d" % id
# Set a random position (sent on every replicator update).
#p.position = Vector2(randi() % 500, randi() % 500)
# Add it to the "Players" node.
# We give the new Node a name for easy retrieval, but that's not necessary.
p.name = str(id)
p.set_multiplayer_authority(id)
NetworkingRoot.add_child(p)
func destroy_player(id):
# Delete this peer's node.
NetworkingRoot.get_node(str(id)).queue_free()