hotel-madness/scripts/utils/networking.gd

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GDScript3
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extends Node
func test() -> void:
start_server()
join_server()
close_network()
# Start the network listener.
func start_server() -> void:
var peer: ENetMultiplayerPeer = ENetMultiplayerPeer.new()
if peer.create_server(Game.PORT, Game.MAX_CLIENTS) != OK:
Log.warning("Couldn't create the server at port %d!" % Game.PORT)
return
multiplayer.multiplayer_peer = peer
Log.info("Created the server at port %d." % Game.PORT)
# Connect to a server.
func join_server() -> void:
var peer: ENetMultiplayerPeer = ENetMultiplayerPeer.new()
if peer.create_client(Game.IP_ADDRESS, Game.PORT) != OK:
Log.warning("Couldn't connect to the server at %s:%d!" % [Game.IP_ADDRESS, Game.PORT])
return
multiplayer.multiplayer_peer = peer
Log.info("Connected to the server at %s:%d." % [Game.IP_ADDRESS, Game.PORT])
# Close all network connections.
func close_network() -> void:
multiplayer.multiplayer_peer = null
Log.info("Closed all network connections.")