Updated the networking to make it an autoload and the main menu to call into this autoload
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autoload/network/network.tscn
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6
autoload/network/network.tscn
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[gd_scene load_steps=2 format=3 uid="uid://c0algfvajobwu"]
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[ext_resource type="Script" path="res://autoload/network/scripts/network.gd" id="1_6a6ho"]
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[node name="Network" type="Node"]
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script = ExtResource("1_6a6ho")
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autoload/network/scripts/network.gd
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autoload/network/scripts/network.gd
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extends Node
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#region Signals
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signal upnp_completed(error)
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signal player_connected(peer_id, player_info)
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signal player_disconnected(peer_id)
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signal server_disconnected
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#endregion
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const PORT: int = 7000
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const DEFAULT_SERVER_IP: String = "127.0.0.1"
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const MAX_CONNECTIONS: int = 20
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var players = {}
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var player_info = {"name": "Name"}
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var players_loaded: int = 0
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var game_scene: String
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var thread = null
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func _ready():
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multiplayer.peer_connected.connect(_on_player_connected)
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multiplayer.peer_disconnected.connect(_on_player_disconnected)
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multiplayer.connected_to_server.connect(_on_connected_ok)
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multiplayer.connection_failed.connect(_on_connected_fail)
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multiplayer.server_disconnected.connect(_on_server_disconnected)
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func host_game():
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var peer = ENetMultiplayerPeer.new()
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var error = peer.create_server(PORT, MAX_CONNECTIONS)
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if error:
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return error
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multiplayer.multiplayer_peer = peer
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players[1] = player_info
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player_connected.emit(1, player_info)
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load_game.rpc_id(1, game_scene)
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func join_game(address: String):
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address = DEFAULT_SERVER_IP if address.is_empty() else address
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var peer = ENetMultiplayerPeer.new()
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var error = peer.create_client(address, PORT)
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if error:
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return error
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multiplayer.multiplayer_peer = peer
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func remove_multiplayer_peer():
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multiplayer.multiplayer_peer = null
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#region Events
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@rpc("call_local", "reliable")
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func load_game(game_scene_path):
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get_tree().change_scene_to_file(game_scene_path)
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@rpc("any_peer", "call_local", "reliable")
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func player_loaded():
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if multiplayer.is_server():
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players_loaded += 1
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if players_loaded == players.size():
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players_loaded = 0
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@rpc("any_peer", "reliable")
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func _register_player(new_player_info):
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var new_player_id = multiplayer.get_remote_sender_id()
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players[new_player_id] = new_player_info
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player_connected.emit(new_player_id, new_player_info)
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#region Multiplayer Signal Handlers
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func _on_player_connected(id):
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_register_player.rpc_id(id, player_info)
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func _on_player_disconnected(id):
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players.erase(id)
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player_disconnected.emit(id)
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func _on_connected_ok():
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var peer_id = multiplayer.get_unique_id()
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players[peer_id] = player_info
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print("Connected: ", peer_id, " ", players[peer_id])
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player_connected.emit(peer_id, player_info)
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load_game.rpc_id(peer_id, game_scene)
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func _on_connected_fail():
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multiplayer.multiplayer_peer = null
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func _on_server_disconnected():
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multiplayer.multiplayer_peer = null
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players.clear()
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server_disconnected.emit()
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#endregion
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#endregion
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@ -20,6 +20,10 @@ config/icon="res://icon.svg"
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buses/default_bus_layout="res://voip_setup.tres"
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driver/enable_input=true
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[autoload]
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Network="*res://autoload/network/network.tscn"
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[dotnet]
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project/assembly_name="VoIP"
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@ -1,98 +1,13 @@
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extends Control
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#region Signals
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signal player_connected(peer_id, player_info)
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signal player_disconnected(peer_id)
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signal server_disconnected
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#endregion
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@onready var networking = get_node("/root/Network")
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@onready var host_ip: LineEdit = $MarginContainer/VBoxContainer/HostIP
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const PORT: int = 7000
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const DEFAULT_SERVER_IP: String = "127.0.0.1"
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const MAX_CONNECTIONS: int = 20
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var players = {}
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var player_info = {"name": "Name"}
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var players_loaded: int = 0
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func _ready():
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multiplayer.peer_connected.connect(_on_player_connected)
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multiplayer.peer_disconnected.connect(_on_player_disconnected)
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multiplayer.connected_to_server.connect(_on_connected_ok)
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multiplayer.connection_failed.connect(_on_connected_fail)
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multiplayer.server_disconnected.connect(_on_server_disconnected)
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networking.game_scene = "res://ui/main_scene/main_scene.tscn"
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func _on_host_game_pressed():
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var peer = ENetMultiplayerPeer.new()
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var error = peer.create_server(PORT, MAX_CONNECTIONS)
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if error:
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return error
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multiplayer.multiplayer_peer = peer
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players[1] = player_info
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player_connected.emit(1, player_info)
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load_game.rpc_id(1, "res://ui/main_scene/main_scene.tscn")
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networking.host_game()
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func _on_join_game_pressed():
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var address: String = host_ip.text
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if address.is_empty():
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address = DEFAULT_SERVER_IP
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var peer = ENetMultiplayerPeer.new()
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var error = peer.create_client(address, PORT)
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if error:
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return error
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multiplayer.multiplayer_peer = peer
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func remove_multiplayer_peer():
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multiplayer.multiplayer_peer = null
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#region Events
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@rpc("call_local", "reliable")
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func load_game(game_scene_path):
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get_tree().change_scene_to_file(game_scene_path)
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@rpc("any_peer", "call_local", "reliable")
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func player_loaded():
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if multiplayer.is_server():
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players_loaded += 1
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if players_loaded == players.size():
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players_loaded = 0
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@rpc("any_peer", "reliable")
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func _register_player(new_player_info):
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var new_player_id = multiplayer.get_remote_sender_id()
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players[new_player_id] = new_player_info
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player_connected.emit(new_player_id, new_player_info)
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#region Multiplayer Signal Handlers
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func _on_player_connected(id):
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_register_player.rpc_id(id, player_info)
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func _on_player_disconnected(id):
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players.erase(id)
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player_disconnected.emit(id)
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func _on_connected_ok():
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var peer_id = multiplayer.get_unique_id()
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players[peer_id] = player_info
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print("Connected: ", peer_id, " ", players[peer_id])
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player_connected.emit(peer_id, player_info)
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load_game.rpc_id(peer_id, "res://ui/main_scene/main_scene.tscn")
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func _on_connected_fail():
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multiplayer.multiplayer_peer = null
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func _on_server_disconnected():
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multiplayer.multiplayer_peer = null
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players.clear()
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server_disconnected.emit()
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#endregion
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#endregion
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networking.join_game(host_ip.text)
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[gd_scene load_steps=7 format=3 uid="uid://dvy8ub5r3mnjc"]
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[ext_resource type="Script" path="res://ui/main_scene/scripts/Microphone.gd" id="2_h65el"]
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[ext_resource type="Script" path="res://ui/main_scene/scripts/microphone.gd" id="2_h65el"]
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[sub_resource type="SystemFont" id="SystemFont_dukv4"]
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font_names = PackedStringArray("JetBrains Mono NL")
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