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Multiplayer.cs
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using Godot;
using System.Diagnostics;
public partial class Multiplayer : Node
{
private const int Port = 4433;
private Control Ui => GetNode<Control>("UI");
private Control RemoteAddressField => GetNode<LineEdit>("UI/Net/Options/Remote");
private Node Level => GetNode<Node>("Level");
public override void _Ready()
{
// https://godotengine.org/article/multiplayer-in-godot-4-0-scene-replication/
// The article sets the state to paused which causes the callbacks to not being called!
//GetTree().Paused = true;
Multiplayer.Set("server_relay", false);
if (DisplayServer.GetName() == "headless")
CallDeferred(nameof(OnConnectPressed));
}
public void OnHostPressed()
{
var peer = new ENetMultiplayerPeer();
peer.CreateServer(Port);
if (peer.GetConnectionStatus() == MultiplayerPeer.ConnectionStatus.Disconnected)
{
OS.Alert("Failed to start multiplayer server.");
return;
}
Multiplayer.MultiplayerPeer = peer;
StartGame();
}
public void OnConnectPressed()
{
var address = RemoteAddressField.Get("text").AsString();
if (string.IsNullOrWhiteSpace(address))
{
OS.Alert("Need a remote to connect to.");
return;
}
var peer = new ENetMultiplayerPeer();
peer.CreateClient(address, Port);
if (peer.GetConnectionStatus() == MultiplayerPeer.ConnectionStatus.Disconnected)
{
OS.Alert("Failed to connect to server");
return;
}
Multiplayer.MultiplayerPeer = peer;
StartGame();
}
private void StartGame()
{
Ui.Hide();
GetTree().Paused = false;
if (Multiplayer.IsServer())
CallDeferred(nameof(ChangeLevel), ResourceLoader.Load("res://Level.tscn"));
}
private void ChangeLevel(PackedScene scene)
{
Trace.WriteLine("Calling ChangeLevel");
RemoveOldLevel();
Level.AddChild(scene.Instantiate());
}
private void RemoveOldLevel()
{
foreach (var child in Level.GetChildren())
{
Level.RemoveChild(child);
child.QueueFree();
}
}
}