extends Node signal player_info var my_ip var peer var player_info = {} var my_info = { name = "", color = Color8(255, 255, 255) } var server_ip func _ready(): my_ip = IP.get_local_addresses()[1] prints(my_ip) get_tree().connect("network_peer_connected", self, "_player_connected") get_tree().connect("network_peer_disconnected", self, "_player_disconnected") get_tree().connect("connected_to_server", self, "_connected_ok") get_tree().connect("connection_failed", self, "_connected_fail") get_tree().connect("server_disconnected", self, "_server_disconnected") get_tree().paused = true func _on_Server_pressed(): peer = NetworkedMultiplayerENet.new() peer.create_server(6969, 8) get_tree().set_network_peer(peer) get_tree().set_meta("network_peer", peer) prints(get_tree().is_network_server()) prints(get_tree().has_network_peer()) prints(my_info) $ServerIP.visible = true $ServerIP.text = str(my_ip) $EnterIP.visible = false $ServerEntry.visible = false $ServerAcceptIcon.visible = false $ConnectTo.visible = true $StartServer.visible = false $Server.visible = false func _on_Client_pressed(): server_ip = $ServerEntry.text peer = NetworkedMultiplayerENet.new() peer.create_client(server_ip, 6969) get_tree().set_network_peer(peer) get_tree().set_meta("network_peer", peer) prints(get_tree().is_network_server()) prints(get_tree().has_network_peer()) func _player_connected(id): prints("AYYYYYYYYY ", id) func _player_disconnected(id): prints("OH NO ", id) player_info.erase(id) # Erase player from info func _connected_ok(): # Only called on clients, not server. Send my ID and info to all the other peers rpc("register_player", get_tree().get_network_unique_id(), my_info) func _server_disconnected(): pass # Server kicked us, show error and abort func _connected_fail(): pass # Could not even connect to server, abort remote func register_player(id, info): player_info[id] = info if get_tree().is_network_server(): # Send my info to new player rpc_id(id, "register_player", 1, my_info) # Send the info of existing players for peer_id in player_info: rpc_id(id, "register_player", peer_id, player_info[peer_id]) prints(player_info[id], id) emit_signal("player_info", player_info) prints(player_info) # Call function to update lobby UI here func _on_Name_pressed(): my_info = { name = $LineEdit.text, color = Color8(18, 255, 18) } func _on_LineEdit_text_entered(new_text): usernameEntered() func _on_Server_Entry_text_entered(new_text): #server_ip = new_text _on_Client_pressed() func _on_BackToMain_pressed(): $Server.visible = false $Client.visible = false $Name.visible = false $UsernameEntry.visible = false $ServerEntry.visible = false $UsernameLabel.visible = false $BackToMain.visible = false $ColorRect.visible = false $UsernameAccept.visible = false $UsernameAcceptIcon.visible = false $BackIcon.visible = false $EnterUsername.visible = false $StartServer.visible = false $ServerAcceptIcon.visible = false $EnterIP.visible = false $ConnectTo.visible = false func _on_UsernameEntry_text_changed(new_text): my_info = {name = new_text, color = my_info.color} func _on_UsernameAccept_pressed(): usernameEntered() func usernameEntered(): my_info = {name = $UsernameEntry.text, color = my_info.color} $UsernameLabel.text = str("Your netname is \"", $UsernameEntry.text, "\"") if $UsernameEntry.text > "": $UsernameEntry.visible = false $UsernameAccept.visible = false $UsernameAcceptIcon.visible = false $EnterUsername.visible = false prints(my_info) $StartServer.visible = true $EnterIP.visible = true $ServerEntry.visible = true $Server.visible = true $ServerAcceptIcon.visible = true $Client.visible = true