Basic lobby connections
This commit is contained in:
parent
6de5819595
commit
01fc1b0386
36
global.gd
36
global.gd
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@ -1,22 +1,38 @@
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extends Node
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const MultiplayerClient = preload("multiplayer_client.gd")
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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onready var client = MultiplayerClient.new()
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const MULTIPLAYER_URL = "ws://localhost:9080"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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client.connect("lobby_joined", self, "_lobby_joined")
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client.connect("connected", self, "_connected")
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add_child(client)
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func start_singleplayer_game():
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print("Starting singleplayer game...")
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get_tree().change_scene("res://game.tscn")
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func join_lobby():
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get_tree().change_scene("res://join_lobby.tscn")
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func create_lobby():
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join_lobby_with_code("")
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func _lobby_joined(_lobby):
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print("Joined!")
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goto_lobby()
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func goto_lobby():
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print("Going to lobby...")
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get_tree().change_scene("res://lobby.tscn")
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func leave_game():
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client.stop()
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print("Leaving game...")
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get_tree().change_scene("res://main.tscn")
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func join_lobby_with_code(code):
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client.start(MULTIPLAYER_URL, code)
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21
join_lobby.gd
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21
join_lobby.gd
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@ -0,0 +1,21 @@
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extends Control
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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func _on_Button_pressed():
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print("Joining with ", $TextEdit.text)
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Global.join_lobby_with_code($TextEdit.text)
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36
join_lobby.tscn
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36
join_lobby.tscn
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@ -0,0 +1,36 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://join_lobby.gd" type="Script" id=1]
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[node name="Control" type="Control"]
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anchor_right = 1.0
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anchor_bottom = 1.0
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script = ExtResource( 1 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="Label" type="Label" parent="."]
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margin_left = 235.0
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margin_top = 74.0
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margin_right = 275.0
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margin_bottom = 88.0
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text = "Lobby Code"
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[node name="TextEdit" type="TextEdit" parent="."]
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margin_left = 239.0
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margin_top = 99.0
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margin_right = 544.0
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margin_bottom = 139.0
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="Button" type="Button" parent="."]
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margin_left = 320.0
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margin_top = 149.0
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margin_right = 451.0
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margin_bottom = 169.0
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text = "Join"
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[connection signal="pressed" from="Button" to="." method="_on_Button_pressed"]
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15
lobby.gd
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15
lobby.gd
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extends Node2D
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func _ready():
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$MarginContainer/Label.text = Global.client.lobby
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pass
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func _draw():
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pass
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func _process(_delta):
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pass
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func _on_Button_pressed():
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Global.leave_game()
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26
lobby.tscn
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26
lobby.tscn
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://lobby.gd" type="Script" id=1]
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[node name="Node2D" type="Node2D"]
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script = ExtResource( 1 )
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[node name="MarginContainer" type="VBoxContainer" parent="."]
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margin_right = 669.0
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margin_bottom = 366.0
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[node name="Label" type="Label" parent="MarginContainer"]
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margin_right = 669.0
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margin_bottom = 14.0
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autowrap = true
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="Button" type="Button" parent="MarginContainer"]
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margin_top = 18.0
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margin_right = 669.0
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margin_bottom = 38.0
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text = "Close Lobby"
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[connection signal="pressed" from="MarginContainer/Button" to="." method="_on_Button_pressed"]
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10
main.gd
10
main.gd
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@ -1,4 +1,12 @@
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extends Node
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func _on_Singleplayer_pressed():
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Global.start_singleplayer_game()
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func _on_CreateLobbyButton_pressed():
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Global.create_lobby()
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func _on_JoinLobbyButton_pressed():
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Global.join_lobby()
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@ -48,3 +48,5 @@ __meta__ = {
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[node name="Server" type="Node" parent="."]
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[connection signal="pressed" from="VBoxContainer/Singleplayer" to="." method="_on_Singleplayer_pressed"]
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[connection signal="pressed" from="VBoxContainer/CreateLobbyButton" to="." method="_on_CreateLobbyButton_pressed"]
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[connection signal="pressed" from="VBoxContainer/JoinLobbyButton" to="." method="_on_JoinLobbyButton_pressed"]
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@ -14,7 +14,7 @@ const STR_ONLY_HOST_CAN_SEAL = "Only host can seal the lobby";
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const STR_SEAL_COMPLETE = "Seal complete";
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const STR_TOO_MANY_LOBBIES = "Too many lobbies open, disconnecting";
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const STR_ALREADY_IN_LOBBY = "Already in a lobby";
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const STR_LOBBY_DOES_NOT_EXISTS = "Lobby does not exists";
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const STR_LOBBY_DOES_NOT_EXIST = "Lobby does not exist";
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const STR_LOBBY_IS_SEALED = "Lobby is sealed";
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const STR_INVALID_FORMAT = "Invalid message format";
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const STR_NEED_LOBBY = "Invalid message when not in a lobby";
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console.log(`Open lobbies: ${lobbies.size}`);
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}
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const lobby = lobbies.get(lobbyName);
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if (!lobby) throw new ProtoError(4000, STR_LOBBY_DOES_NOT_EXISTS);
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if (!lobby) throw new ProtoError(4000, STR_LOBBY_DOES_NOT_EXIST);
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if (lobby.sealed) throw new ProtoError(4000, STR_LOBBY_IS_SEALED);
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this.lobby = lobbyName;
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console.log(
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@ -57,6 +57,7 @@ func _parse_msg():
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return
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if type.begins_with("J: "):
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print("Emitting lobby_joined")
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emit_signal("lobby_joined", type.substr(3, type.length() - 3))
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return
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elif type.begins_with("S: "):
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var src_id: int = int(src_str)
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if type.begins_with("I: "):
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print("Emitting connected")
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emit_signal("connected", src_id)
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elif type.begins_with("N: "):
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# Client connected
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print("Emitting peer_connected")
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emit_signal("peer_connected", src_id)
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elif type.begins_with("D: "):
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# Client connected
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emit_signal("peer_disconnected", src_id)
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elif type.begins_with("O: "):
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# Offer received
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print("Emitting offer_received")
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emit_signal("offer_received", src_id, req[1])
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elif type.begins_with("A: "):
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# Answer received
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print("Emitting answer_received")
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emit_signal("answer_received", src_id, req[1])
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elif type.begins_with("C: "):
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# Candidate received
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return
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if not candidate[1].is_valid_integer():
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return
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print("Emitting candidate_received")
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emit_signal("candidate_received", src_id, candidate[0], int(candidate[1]), candidate[2])
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func join_lobby(lobby):
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return client.get_peer(1).put_packet(("J: %s\n" % lobby).to_utf8())
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func join_lobby(joined_lobby):
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return client.get_peer(1).put_packet(("J: %s\n" % joined_lobby).to_utf8())
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func seal_lobby():
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return client.get_peer(1).put_packet("S: \n".to_utf8())
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func _send_msg(type, id, data) -> int:
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return client.get_peer(1).put_packet(("%s: %d\n%s" % [type, id, data]).to_utf8())
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func _process(delta):
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func _process(_delta):
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var status: int = client.get_connection_status()
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if status == WebSocketClient.CONNECTION_CONNECTING or status == WebSocketClient.CONNECTION_CONNECTED:
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client.poll()
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