* Replace direct client/server networking references with GameClient/GameServer scenes * Refactor message bus to support local emission and argument expansion * Move lobby connection lifecycle handling to message bus events * Remove multiplayer connection wait helpers and direct lobby client coupling * Rename Server to ServerNetworking and update lobby client references * Update scene resources and export configuration
63 lines
1.5 KiB
GDScript
63 lines
1.5 KiB
GDScript
class_name ClientNetworking extends Node
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var peer: ENetMultiplayerPeer
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func start_client(address: String = "127.0.0.1", port: int = 8080) -> void:
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if peer: return
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push_warning("Client Starting... Address: ", address, " Port: ", port)
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peer = ENetMultiplayerPeer.new()
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peer.create_client(address, port)
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multiplayer.multiplayer_peer = peer
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multiplayer.connected_to_server.connect(client_connected_to_server)
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multiplayer.server_disconnected.connect(client_disconnected_from_server)
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multiplayer.connection_failed.connect(client_connection_failed_to_server)
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func _wait_for_connection() -> void:
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while not peer:
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await get_tree().process_frame
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while peer.get_connection_status() != 2:
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await get_tree().process_frame
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func _wait_close_connection():
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close_connection()
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while peer:
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await get_tree().process_frame
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func client_connected_to_server() -> void:
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assert(false, "This method needs to be overridden...")
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func client_disconnected_from_server() -> void:
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assert(false, "This method needs to be overridden...")
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func client_connection_failed_to_server() -> void:
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assert(false, "This method needs to be overridden...")
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func close_connection() -> void:
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if not peer: return
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push_warning("Disconnected from, server...")
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unset_client()
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func unset_client() -> void:
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if not peer: return
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multiplayer.connected_to_server.disconnect(client_connected_to_server)
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multiplayer.connection_failed.disconnect(client_connection_failed_to_server)
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multiplayer.server_disconnected.disconnect(client_disconnected_from_server)
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peer.close()
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peer = null
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