update lobby for online players

This commit is contained in:
2020-05-15 21:16:48 +02:00
parent ccdbf5b158
commit d84fdd4d00
7 changed files with 94 additions and 15 deletions

View File

@ -4,6 +4,13 @@ extends Node
var _open_games = {}
var _players_online = []
var _number_of_online_players
func get_number_of_online_players():
return len(get_tree().get_network_connected_peers())
remote func get_online_players(id):
rpc_id(id, "update_online_players", _number_of_online_players)
remote func get_open_games_from_server(id):
rpc_id(id, "update_open_games", _open_games)
@ -29,17 +36,17 @@ remote func remove_game_from_game_list(game_id):
var _queue = []
var _hidden_games = {}
func _process(delta):
if _queue.empty():
print("Nothing to do.")
else:
var player_id = dequeue()
if _hidden_games.empty():
create_game(player_id)
else:
join_next_hidden_game(player_id)
#func _process(delta):
# if _queue.empty():
# print("Nothing to do.")
# else:
# var player_id = dequeue()
#
# if _hidden_games.empty():
# create_game(player_id)
# else:
# join_next_hidden_game(player_id)
#
func create_game(player_id):
pass

View File

@ -22,11 +22,12 @@ func start_server():
get_tree().set_network_peer(peer)
func _player_connected(id):
print(str(id) + " connected to server.")
NetworkingSync._players_online.append(id)
NetworkingSync._number_of_online_players = len(get_tree().get_network_connected_peers())
func _player_disconnected(id):
print(str(id) + " left the game.")
NetworkingSync._players_online.erase(id)
NetworkingSync._number_of_online_players = len(get_tree().get_network_connected_peers())
if id in NetworkingSync._open_games:
NetworkingSync.remove_game_from_game_list(id)

View File

@ -7,7 +7,7 @@ custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="../Executables/Server.x86_64"
export_path="../../Godot_Executables/Server_linux/Server.x86_64"
patch_list=PoolStringArray( )
script_export_mode=1
script_encryption_key=""