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Persistent client connection
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extends Node | |
class_name NetworkedConnect | |
var _connected_to_server = false | |
var _connection_alive = Timer.new() | |
var _host | |
var _port | |
var _debug = false | |
func _init(host, port): | |
_host = host | |
_port = port | |
func _ready(): | |
_connection_alive.connect("timeout", self, "peer_connection_alive") | |
add_child(_connection_alive) | |
func debug(start=true): | |
_debug = start | |
func is_connection_alive(): | |
return _connected_to_server | |
func peer_connection_ok(): | |
if _debug: | |
print('connection to %s:%d successful' % [_host, _port]) | |
_connected_to_server = true | |
_connection_alive.start() | |
func peer_connection_alive(): | |
var status = get_tree().network_peer.get_connection_status() | |
if status != 2: | |
get_tree().network_peer = null | |
_connection_alive.stop() | |
_connected_to_server = false | |
start() | |
if _debug and status != 2: | |
prints('connection status:', status) | |
func start(): | |
var retry_count = 0 | |
var peer = NetworkedMultiplayerENet.new() | |
peer.create_client(_host, _port) | |
peer.connect('connection_succeeded', self, 'peer_connection_ok') | |
get_tree().network_peer = peer | |
while not _connected_to_server: | |
if _debug: | |
prints('waiting for server %s:%d tries: %d' % [_host, _port, retry_count+1]) | |
yield(get_tree().create_timer(1), 'timeout') | |
retry_count += 1 | |
if retry_count >= 15: | |
get_tree().network_peer = null | |
start() | |
break | |
return true |
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