extends Control @export var Address = "127.0.0.1"; @export var port = 8910 var peer; # Called when the node enters the scene tree for the first time. func _ready() -> void: multiplayer.peer_connected.connect(PlayerConnected) multiplayer.peer_disconnected.connect(PlayerDisconnected) multiplayer.connected_to_server.connect(ConnectedToServer) multiplayer.connection_failed.connect(ConnectionFailed) # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: pass # server and client func PlayerConnected(id): print("Player connected " + str(id)); func PlayerDisconnected(id): print("Player disconnected " + str(id)) # client only func ConnectedToServer(): print("connected to server!") func ConnectionFailed(): print("connection failed"); func _on_host_button_down() -> void: peer = ENetMultiplayerPeer.new() var error = peer.create_server(port, 2) if error != OK: print("cannot host" + error) return multiplayer.set_multiplayer_peer(peer); print("waiting for players") func _on_join_button_down() -> void: peer = ENetMultiplayerPeer.new() peer.create_client(Address, port); multiplayer.set_multiplayer_peer(peer) func _on_start_button_down() -> void: pass # Replace with function body.