online multiplayer chess game (note server currently down)
Diffstat (limited to 'networking/Network.gd')
-rw-r--r--networking/Network.gd19
1 files changed, 11 insertions, 8 deletions
diff --git a/networking/Network.gd b/networking/Network.gd
index a1398c7..2b42f98 100644
--- a/networking/Network.gd
+++ b/networking/Network.gd
@@ -4,6 +4,8 @@ class_name Network
var ws := WebSocketClient.new()
var game_code := ""
+var connected = false
+
const HEADERS := {
"move": "M",
"joinrequest": "J",
@@ -38,7 +40,7 @@ func _ready() -> void:
ws.connect("connection_closed", self, "_connection_closed")
ws.connect("connection_error", self, "_connection_error")
ws.connect("data_received", self, "_data_recieved")
- print("Connecting to server...") # maybe i shouldnt broadcast the server url
+ Log.debug("Connecting to server %s..." % url)
ws.connect_to_url(url)
var t = Timer.new()
add_child(t)
@@ -52,17 +54,20 @@ func ping() -> void:
func _connection_established(_protocol) -> void:
+ connected = true
emit_signal("connection_established")
- print("Connection established")
+ Log.info("Connection established")
func _connection_closed(_was_clean_closed) -> void:
- printerr("Connection closed")
+ connected = false
+ Log.err("Connection closed")
emit_signal("game_over", "Connection closed", false)
func _connection_error() -> void:
- printerr("Connection error")
+ connected = false
+ Log.err("Connection error")
emit_signal("game_over", "Connection error", false)
@@ -95,10 +100,8 @@ func _data_recieved() -> void:
func _process(_delta) -> void:
- if (
- ws.get_connection_status() == ws.CONNECTION_CONNECTING
- or ws.get_connection_status() == ws.CONNECTION_CONNECTED
- ):
+ var wsstatus = ws.get_connection_status()
+ if wsstatus == ws.CONNECTION_CONNECTING or wsstatus == ws.CONNECTION_CONNECTED:
ws.poll()