Created
December 29, 2020 09:57
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Client and server talking to each other with godot-rust
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use gdnative::prelude::*; | |
use gdnative::api::NetworkedMultiplayerENet; | |
#[derive(NativeClass)] | |
#[inherit(Node)] | |
pub struct ServerPuppet { | |
address: String, | |
port: i64, | |
in_bandwidth: i64, | |
out_bandwidth: i64, | |
client_port: i64, | |
} | |
#[methods] | |
impl ServerPuppet { | |
fn new(_owner: &Node) -> Self { | |
Self { | |
address: String::from("128.0.0.1"), | |
port: 9876, | |
in_bandwidth: 1000, | |
out_bandwidth: 1000, | |
client_port: 9877, | |
} | |
} | |
#[export] | |
fn _ready(&mut self, owner: TRef<Node>) { | |
let peer = NetworkedMultiplayerENet::new(); | |
peer.create_client( | |
GodotString::from(&self.address), | |
self.port, | |
self.in_bandwidth, | |
self.out_bandwidth, | |
self.client_port, | |
).unwrap(); | |
if let Some(tree) = owner.get_tree() { | |
let tree = unsafe { tree.assume_safe() }; | |
tree.set_network_peer(peer); | |
tree.connect( | |
"connected_to_server", | |
owner, | |
"on_connected_to_server", | |
VariantArray::new_shared(), | |
0 | |
).unwrap(); | |
}; | |
} | |
#[export] | |
fn on_connected_to_server(&mut self, owner: &Node) { | |
owner.rpc(GodotString::from_str("greet_server"), &[]); | |
} | |
#[export(rpc = "remote")] | |
fn return_greeting(&mut self, _owner: &Node) { | |
godot_print!("Hello from server"); | |
} | |
} |
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use gdnative::prelude::*; | |
mod client; | |
mod server; | |
fn init(handle: InitHandle) { | |
handle.add_class::<client::ServerPuppet>(); | |
handle.add_class::<server::Server>(); | |
} | |
godot_init!(init) |
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use gdnative::prelude::*; | |
use gdnative::api::NetworkedMultiplayerENet; | |
#[derive(NativeClass)] | |
#[inherit(Node)] | |
pub struct Server { | |
port: i64, | |
max_clients: i64, | |
in_bandwidth: i64, | |
out_bandwidth: i64, | |
} | |
#[methods] | |
impl Server { | |
fn new(_owner: &Node) -> Self { | |
Self { | |
port: 9876, | |
max_clients: 1, | |
in_bandwidth: 1000, | |
out_bandwidth: 1000, | |
} | |
} | |
#[export] | |
fn _ready(&mut self, owner: &Node) { | |
let peer = NetworkedMultiplayerENet::new(); | |
peer.create_server( | |
self.port, | |
self.max_clients, | |
self.in_bandwidth, | |
self.out_bandwidth, | |
).unwrap(); | |
if let Some(tree) = owner.get_tree() { | |
let tree = unsafe { tree.assume_safe() }; | |
tree.set_network_peer(peer); | |
}; | |
} | |
#[export(rpc = "remote")] | |
fn greet_server(&mut self, owner: &Node) { | |
godot_print!("Hello from client"); | |
owner.rpc(GodotString::from_str("return_greeting"), &[]); | |
} | |
} |
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