Minor improvements
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@ -1,4 +1,5 @@
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class_name Connection
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var peer: PacketPeerUDP
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var address: String
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var last_packet: int
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@ -24,6 +24,7 @@ func _process(_delta):
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server.poll()
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now = Time.get_ticks_msec()
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# Accept new connections
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while server.is_connection_available():
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var peer: PacketPeerUDP = server.take_connection()
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var address := "%s:%d" % [peer.get_packet_ip(), peer.get_packet_port()]
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@ -31,11 +32,13 @@ func _process(_delta):
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if !clients.has(address):
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var connection = Connection.new()
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connection.peer = peer
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connection.address = address
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clients[address] = connection
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peer_connected(address)
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peer_connected(connection)
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clients[address].last_packet = now
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# Process packets from clients
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for key in clients:
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var client = clients[key]
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var peer = client.peer
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@ -46,6 +49,7 @@ func _process(_delta):
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client.last_packet = now
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packet_count += 1
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# Show statistics
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if now > last_statistics + 1000:
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for address in clients.keys():
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var last_packet_time = clients[address].last_packet
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@ -58,8 +62,8 @@ func _process(_delta):
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packet_count = 0
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last_statistics = Time.get_ticks_msec()
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func peer_connected(_address: String):
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pass
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func peer_connected(c: Connection):
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print("[Server] Connected: ", c.address)
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func peer_disconnected(address: String):
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print("TIMEOUT ", address)
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func peer_disconnected(c: Connection):
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print("[Server] Disconnected: ", c.address)
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@ -1,2 +1,7 @@
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class_name Player
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extends Character
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func _ready():
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var controller := PlayerController.new()
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controller.character = self
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add_child(controller)
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@ -1,7 +1,9 @@
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class_name PlayerController
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extends Node
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## The character that we're controlling.
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@export var character: Character
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var move: Vector2
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func _input(_event):
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