Extensive work on virtually all of the visuals and the net code
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@@ -19,7 +19,7 @@ func become_host() -> void:
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func(error_msg):
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push_error("NodeTunnel Error: ", error_msg)
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)
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server_peer.connect_to_relay("us_east.nodetunnel.io:8080", "1dl00j5zgo2uxk0")
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server_peer.connect_to_relay("74.208.202.81:8080", "net-gunner")
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multiplayer.multiplayer_peer = server_peer
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print("Authenticating")
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await server_peer.authenticated
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@@ -35,10 +35,10 @@ func become_host() -> void:
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var room_id = await server_peer.room_connected
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print("Connected to room: ", server_peer.room_id)
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server_peer.get_rooms()
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print("GETTING ROOMS!")
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var rooms = await server_peer.rooms_received
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for r in rooms:
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var meta = JSON.parse_string(r.metadata)
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#can now use meta.players, meta.name, meta.password_req, etc.
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print("GOT ROOMS!")
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print(rooms)
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players[handle] = 1
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player_readiness[1] = false
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@@ -48,13 +48,23 @@ func become_host() -> void:
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multiplayer.peer_disconnected.connect(_remove_player_from_game)
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func join_game(new_handle : String, ip : String = "") -> Error:
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print("Player 2 joining.")
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if ip == "":
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ip = SERVER_IP
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var client_peer = ENetMultiplayerPeer.new()
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var error = client_peer.create_client(ip, SERVER_PORT)
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func join_game(new_handle : String, room : String = "") -> Error:
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var client_peer = NodeTunnelPeer.new()
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client_peer.error.connect(
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func(error_msg):
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push_error("NodeTunnel Error: ", error_msg)
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)
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client_peer.connect_to_relay("74.208.202.81:8080", "net-gunner")
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multiplayer.multiplayer_peer = client_peer
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print("Authenticating")
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await client_peer.authenticated
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print("Authenticated")
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var error = client_peer.join_room(room)
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print("Player 2 joining room :", room)
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await client_peer.room_connected
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print("Player 2 joined.")
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handle = new_handle
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id = multiplayer.get_unique_id()
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players[handle] = id
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