Files
shawn 00bb8a21d2 Fix bootstrapper parse error in exports — remove forest-brawl type dependency
lan-bootstrapper.gd and noray-bootstrapper.gd both had a host_only()
function that referenced BrawlerSpawner (class_name from forest-brawl).
Since examples/forest-brawl/ is excluded from exports, the type was
undefined, causing the entire script to fail loading with:
  'Could not find type BrawlerSpawner in current scope'

This meant the Join and Host button signal handlers never existed,
so clicking them did nothing — no error shown, no connection, no UI change.

Fix: remove the unused host_only() function from both bootstrapper files.
2026-07-02 23:05:51 -04:00

173 lines
4.9 KiB
GDScript

extends Node
enum Role { NONE, HOST, CLIENT }
@export_category("UI")
@export var connect_ui: Control
@export var noray_address_input: LineEdit
@export var oid_input: LineEdit
@export var host_oid_input: LineEdit
@export var force_relay_check: CheckBox
var role = Role.NONE
func _ready():
Noray.on_oid.connect(func(oid): oid_input.text = oid)
Noray.on_connect_nat.connect(_handle_connect_nat)
Noray.on_connect_relay.connect(_handle_connect_relay)
func connect_to_noray():
# Connect to noray
var err = OK
var address = noray_address_input.text
if address.contains(":"):
var parts = address.split(":")
var host = parts[0]
var port = (parts[1] as String).to_int()
err = await Noray.connect_to_host(host, port)
else:
err = await Noray.connect_to_host(address)
if err != OK:
print("Failed to connect to Noray: %s" % error_string(err))
return err
# Get IDs
Noray.register_host()
await Noray.on_pid
# Register remote address
err = await Noray.register_remote()
if err != OK:
print("Failed to register remote address: %s" % error_string(err))
return err
# Our local port is a remote port to Noray, hence the weird naming
print("Registered local port: %d" % Noray.local_port)
return OK
func disconnect_from_noray():
Noray.disconnect_from_host()
oid_input.clear()
func host():
if Noray.local_port <= 0:
return ERR_UNCONFIGURED
# Start host
var err = OK
var port = Noray.local_port
print("Starting host on port %s" % port)
var peer = ENetMultiplayerPeer.new()
err = peer.create_server(port)
if err != OK:
print("Failed to listen on port %s: %s" % [port, error_string(err)])
return err
get_tree().get_multiplayer().multiplayer_peer = peer
print("Listening on port %s" % port)
# Wait for server to start
while peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTING:
await get_tree().process_frame
if peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED:
OS.alert("Failed to start server!")
return FAILED
get_tree().get_multiplayer().server_relay = true
role = Role.HOST
connect_ui.hide()
# Only start manually if NetworkEvents is not handling it (e.g. multiplayer-simple)
if not NetworkEvents.enabled:
NetworkTime.start()
func join():
role = Role.CLIENT
if force_relay_check.button_pressed:
Noray.connect_relay(host_oid_input.text)
else:
Noray.connect_nat(host_oid_input.text)
func _handle_connect_nat(address: String, port: int) -> Error:
var err = await _handle_connect(address, port)
# If client failed to connect over NAT, try again over relay
if err != OK and role != Role.HOST:
print("NAT connect failed with reason %s, retrying with relay" % error_string(err))
Noray.connect_relay(host_oid_input.text)
err = OK
return err
func _handle_connect_relay(address: String, port: int) -> Error:
return await _handle_connect(address, port)
func _handle_connect(address: String, port: int) -> Error:
if not Noray.local_port:
return ERR_UNCONFIGURED
var err = OK
if role == Role.NONE:
push_warning("Refusing connection, not running as client nor host")
err = ERR_UNAVAILABLE
if role == Role.CLIENT:
var udp = PacketPeerUDP.new()
udp.bind(Noray.local_port)
udp.set_dest_address(address, port)
print("Attempting handshake with %s:%s" % [address, port])
err = await PacketHandshake.over_packet_peer(udp)
udp.close()
if err != OK:
if err == ERR_BUSY:
print("Handshake to %s:%s succeeded partially, attempting connection anyway" % [address, port])
else:
print("Handshake to %s:%s failed: %s" % [address, port, error_string(err)])
return err
else:
print("Handshake to %s:%s succeeded" % [address, port])
# Connect
var peer = ENetMultiplayerPeer.new()
err = peer.create_client(address, port, 0, 0, 0, Noray.local_port)
if err != OK:
print("Failed to create client: %s" % error_string(err))
return err
get_tree().get_multiplayer().multiplayer_peer = peer
# Wait for connection to succeed
await Async.condition(
func(): return peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTING
)
if peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED:
print("Failed to connect to %s:%s with status %s" % [address, port, peer.get_connection_status()])
get_tree().get_multiplayer().multiplayer_peer = null
return ERR_CANT_CONNECT
connect_ui.hide()
# Only start manually if NetworkEvents is not handling it (e.g. multiplayer-simple)
if not NetworkEvents.enabled:
NetworkTime.start()
if role == Role.HOST:
# We should already have the connection configured, only thing to do is a handshake
var peer = get_tree().get_multiplayer().multiplayer_peer as ENetMultiplayerPeer
err = await PacketHandshake.over_enet_peer(peer, address, port)
if err != OK:
print("Handshake to %s:%s failed: %s" % [address, port, error_string(err)])
return err
print("Handshake to %s:%s concluded" % [address, port])
return err