Simplified Network manager WIP
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+10
-10
@@ -5,8 +5,8 @@ extends Control
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## multiplayer game, or join one by IP, driving scene switches + NetworkManager
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## directly.
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const JON_SCENE := "res://Scenes/JonScene.tscn"
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const MULTIPLAYER_SCENE := "res://Scenes/multiPlayer.tscn"
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const JON_SCENE := "res://Scenes/jon_scene.tscn"
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const MULTIPLAYER_SCENE := "res://Scenes/multiplayer.tscn"
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const SETTINGS_PATH := "user://vryhungry_settings.cfg"
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var _ip := "127.0.0.1"
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@@ -24,6 +24,7 @@ var _ip := "127.0.0.1"
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func _ready() -> void:
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print("Menu Panel _ready")
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if _bypass_menu_for_cmdline():
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return
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for child in _keypad.get_children():
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@@ -37,12 +38,6 @@ func _ready() -> void:
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_load_ip()
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_show_root_view()
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_refresh_ip()
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# Show why we're back here, if the last session ended unexpectedly
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# (dropped connection, failed join). Pulled rather than pushed, since
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# NetworkManager may have set this before this panel even existed.
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var status := NetworkManager.take_status()
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if not status.is_empty():
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set_status(status)
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## --server / --join <ip> on the command line skip straight to the multiplayer
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@@ -65,11 +60,13 @@ func _bypass_menu_for_cmdline() -> bool:
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func _show_root_view() -> void:
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print("Menu Panel show root view")
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_root_view.visible = true
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_join_view.visible = false
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func _show_join_view() -> void:
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print("Menu Panel show join view")
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_root_view.visible = false
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_join_view.visible = true
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set_status("Enter host IP, then Join")
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@@ -90,16 +87,19 @@ func _refresh_ip() -> void:
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func _on_john_pressed() -> void:
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print("Menu Panel press jon_scene")
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NetworkManager.leave()
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get_tree().change_scene_to_file.call_deferred(JON_SCENE)
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func _on_host_pressed() -> void:
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NetworkManager.request_host()
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get_tree().change_scene_to_file.call_deferred("res://Scenes/JonScene.tscn")
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print("Menu Panel press host")
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NetworkManager.host()
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get_tree().change_scene_to_file.call_deferred(MULTIPLAYER_SCENE)
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func _on_join_pressed() -> void:
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print("Menu Panel press host")
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if _ip.is_empty():
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set_status("Enter an IP first")
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return
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