sunder/scripts/multiplayer/extensions/match.gd
2026-02-18 18:33:17 -05:00

87 lines
3.5 KiB
GDScript

class_name MultiplayerMatchExtension extends MultiplayerAPIExtension
var _multiplayer := SceneMultiplayer.new()
## The maximum number of concurrent connections to accept
@export_range(1, 4095) var max_peers:int = 32
signal scene_changed
func _init() -> void:
# Just passthrough base signals (copied to var to avoid cyclic reference)
var cs := connected_to_server
var cf := connection_failed
var pc := peer_connected
var pd := peer_disconnected
_multiplayer.connected_to_server.connect(cs.emit)
_multiplayer.connection_failed.connect(cf.emit)
_multiplayer.peer_connected.connect(pc.emit)
_multiplayer.peer_disconnected.connect(pd.emit)
func _poll() -> Error:
return _multiplayer.poll()
# Log RPC being made and forward it to the default multiplayer.
func _rpc(peer:int, object:Object, method:StringName, args:Array) -> Error:
print("Got RPC for %d: %s::%s(%s)" % [peer, object, method, args])
return _multiplayer.rpc(peer, object, method, args)
## Log configuration add. E.g. root path (nullptr, NodePath), replication (Node, Spawner|Synchronizer), custom.
#func _object_configuration_add(object, config: Variant) -> Error:
#if config is MultiplayerSynchronizer:
#print("Adding synchronization configuration for %s. Synchronizer: %s" % [object, config])
#elif config is MultiplayerSpawner:
#print("Adding node %s to the spawn list. Spawner: %s" % [object, config])
#return _multiplayer.object_configuration_add(object, config)
#
## Log configuration remove. E.g. root path (nullptr, NodePath), replication (Node, Spawner|Synchronizer), custom.
#func _object_configuration_remove(object, config: Variant) -> Error:
#if config is MultiplayerSynchronizer:
#print("Removing synchronization configuration for %s. Synchronizer: %s" % [object, config])
#elif config is MultiplayerSpawner:
#print("Removing node %s from the spawn list. Spawner: %s" % [object, config])
#return _multiplayer.object_configuration_remove(object, config)
# These can be optional, but in our case we want to extend SceneMultiplayer, so forward everything.
func _set_multiplayer_peer(p_peer:MultiplayerPeer) -> void:
_multiplayer.multiplayer_peer = p_peer
func _get_multiplayer_peer() -> MultiplayerPeer:
return _multiplayer.multiplayer_peer
func _get_unique_id() -> int:
return _multiplayer.get_unique_id()
func _get_remote_sender_id() -> int:
return _multiplayer.get_remote_sender_id()
func _get_peer_ids() -> PackedInt32Array:
return _multiplayer.get_peers()
## Creates a server peer and listens for connections on all intefaces for specifed [param port]
func serve(port:int = 9000) -> Error:
var peer:ENetMultiplayerPeer = ENetMultiplayerPeer.new()
peer_connected.connect(_on_peer_connected)
peer_disconnected.connect(_on_peer_disconnected)
var err:Error = peer.create_server(port, max_peers)
if err == Error.OK:
print("listening for connections on *:%s" % port)
_set_multiplayer_peer(peer)
return err
## Creates a client peer and connects to specified [param host] and [param port]
func join(host:String = "localhost", port:int = 9000) -> void:
var peer := ENetMultiplayerPeer.new()
peer.create_client(host, port)
if peer.get_connection_status() == MultiplayerPeer.CONNECTION_DISCONNECTED:
push_error("failed to start multiplayer client")
return
_set_multiplayer_peer(peer)
## Emitted when a multiplayer peer successfully connects to a server. Only emitted on the server.
func _on_peer_connected(peer_id:int) -> void:
print("peer `%d` connected" % peer_id)
func _on_peer_disconnected(peer_id:int) -> void:
print("peer `%d` disconnected" % peer_id)