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@@ -8,6 +8,8 @@ onready var join_button = $JoinButton
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onready var status_ok = $StatusOk
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onready var status_fail = $StatusFail
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+var peer = null
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+
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func _ready():
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# Connect all the callbacks related to networking.
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get_tree().connect("network_peer_connected", self, "_player_connected")
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@@ -46,7 +48,6 @@ func _connected_fail():
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_set_status("Couldn't connect", false)
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get_tree().set_network_peer(null) # Remove peer.
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-
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host_button.set_disabled(false)
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join_button.set_disabled(false)
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@@ -80,15 +81,15 @@ func _set_status(text, isok):
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func _on_host_pressed():
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- var host = NetworkedMultiplayerENet.new()
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- host.set_compression_mode(NetworkedMultiplayerENet.COMPRESS_RANGE_CODER)
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- var err = host.create_server(DEFAULT_PORT, 1) # Maximum of 1 peer, since it's a 2-player game.
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+ peer = NetworkedMultiplayerENet.new()
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+ peer.set_compression_mode(NetworkedMultiplayerENet.COMPRESS_RANGE_CODER)
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+ var err = peer.create_server(DEFAULT_PORT, 1) # Maximum of 1 peer, since it's a 2-player game.
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if err != OK:
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# Is another server running?
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_set_status("Can't host, address in use.",false)
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return
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- get_tree().set_network_peer(host)
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+ get_tree().set_network_peer(peer)
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host_button.set_disabled(true)
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join_button.set_disabled(true)
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_set_status("Waiting for player...", true)
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@@ -100,9 +101,9 @@ func _on_join_pressed():
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_set_status("IP address is invalid", false)
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return
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- var host = NetworkedMultiplayerENet.new()
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- host.set_compression_mode(NetworkedMultiplayerENet.COMPRESS_RANGE_CODER)
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- host.create_client(ip, DEFAULT_PORT)
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- get_tree().set_network_peer(host)
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+ peer = NetworkedMultiplayerENet.new()
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+ peer.set_compression_mode(NetworkedMultiplayerENet.COMPRESS_RANGE_CODER)
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+ peer.create_client(ip, DEFAULT_PORT)
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+ get_tree().set_network_peer(peer)
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_set_status("Connecting...", true)
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