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path: root/Gamestates/Multiplayer/Local.lua
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--[[
	Gamestates/Multiplayer/Local.lua
	Local connect menu
	by piernov

	Comment: we really miss a Bonjour/Avahi Lua binding, only Android NSD is (barely) supported…
]]--

local Local = {}

require "enet"

local Gui = require "Quickie"
local Utils = require "Utils"

local Protocol = require "Gamestates/Multiplayer/Protocol"

local connect, connected = false, false
Local.server_host = { text = "" }
Local.myservice = { name = "BlueMind", ip = "*", port = 5678 }
Local.client = {}

-- Android NSD events callback
if love.system.getOS() == "Android" then -- Won't work on other OS…
	Local.services = {}

	function love.handlers.serviceregistered(a,b,c,d)
		SDL.log("ServiceRegistered: " .. a)
		Local.myservice.name = a
	end

	function love.handlers.discoverystarted(a,b,c,d)
		SDL.log("Discovery Started: " .. a)
	end

	function love.handlers.serviceresolved(a,b,c,d)
		SDL.log("Service Discovered: " .. a .. b .. c .. d)
		a = a:gsub("\\032", " ")
		if a == Local.myservice.name then
			Local.myservice.ip = c
			Local.myservice.port = d
		else
			Local.services[a] = { ip = c, port = d}
		end
	end

	function love.handlers.servicelost(a,b,c,d)
		SDL.log("Service Lost: " .. a .. b)
		Local.services[a] = nil
	end
end
-- End

function Local:enter()
	Previous = "Gamestates/Multiplayer"
	connect, connected = false, false
end

function Local:init()
	Local.host = enet.host_create(Local.myservice.ip .. ":" .. Local.myservice.port) -- Open network socket
	local i = Local.myservice.port
	while not Local.host do -- unable to create socket: most likely port is already used
		if i > Local.myservice.port+20 then
			print("Error while creating socket")
			return 1
		end
		Local.myservice.port = Local.myservice.port+1 -- try next port
		Local.host = enet.host_create(Local.myservice.ip .. ":" .. Local.myservice.port)
	end

	Local.myservice.name = Config.player_name.text -- Get player_name from user config

	if love.system.getOS() == "Android" then -- Start Android NSD discovery and publish
		love.android.registerService(Local.myservice.name, "_bluemind._tcp.", Local.myservice.port)
	    love.android.discoverServices("_bluemind._tcp.")
	end
end

function Local:update(dt)

	Gui.group.push{grow = "right"}

	Gui.group.push{grow = "down", pos = {Utils.percentCoordinates(10, 0)}}
		if love.system.getOS() == "Android" then -- List discovered services
			for name, host in pairs(Local.services) do
				if Gui.Button{text = name .. " " .. host.ip .. ":" .. host.port, size = {Utils.percentCoordinates(60, 10)}} then
					Local.server_host.text = host.ip.. ":" .. host.port
					if connected then
						Local.host:disconnect()
						connected = false
					end
					connect = true
					return
				end
			end
		end

-- Manually entering peer's address
		Gui.Label{text = "Host", size = {Utils.percentCoordinates(10, 10)}}
		Gui.Input{info = Local.server_host, size = {Utils.percentCoordinates(50, 10)}}
		if Gui.Button{text = "Connect", size = {Utils.percentCoordinates(60, 10)}} then
			connect = true
		end
-- End

-- Handle connection and display a proposition message
		if Local.client.name and not connect then
			Gui.Label{text = args .. " connected to you. Play a game ?"}

			Gui.group.push{grow = "right"}
				if Gui.Button{text = "Yes", size = {Utils.percentCoordinates(10, 10)}} then
					Protocol.acceptGame(Local.host, Local.client.index, true)
					Gamestate.switch(require("Gamestates/Multiplayer/InGame"))
				end
				if Gui.Button{text = "No", size = {Utils.percentCoordinates(10, 10)}} then
					Protocol.acceptGame(Local.host, Local.client.index, false)
					Local.client = {}
				end
			Gui.group.pop{}
		end
-- End


	Gui.group.pop{}

-- Show local player name and host
	love.graphics.setFont(Fonts[3])
	Gui.group.push{grow = "down", pos = {Utils.percentCoordinates(10, 0)}}
		Gui.Label{text = "My infos"}
		Gui.Label{text = "Name: " .. Local.myservice.name}
		Gui.Label{text = "Host: " .. Local.myservice.ip .. ":" .. Local.myservice.port}
	Gui.group.pop{}
	love.graphics.setFont(Fonts[4])
-- End

	Gui.group.pop{}

	if connect and not connected then
		Local.host:connect(Local.server_host.text)
		connected = true
	end

	local event = Local.host:service()

	while event ~= nil do -- Process network events
		Protocol.parseGlobalEvents(event)

		if event.type == "receive" then
			command, args = event.data:match("(.*): (.*)")
			if command == "CONNECT" then
				Local.client.name = args
				event.peer:send("CONNECTED: ".. Local.myservice.name, 0, "reliable")
			elseif command == "CONNECTED" then
				Local.client.name = args
			elseif command == "ACCEPT" then
				if args == "YES" then
					Gamestate.switch(require("Gamestates/Multiplayer/InGame"))
				elseif args == "NO" then
					event.peer:disconnect()
					connect, connected = false, false
					Local.client = {}
				end
			end
		elseif event.type == "connect" then
			if event.peer:index() <= 1 then
				Local.client.index = event.peer:index()
			end
			if connected then
				event.peer:send("CONNECT: ".. Local.myservice.name, 0, "reliable")
			end
		end

		event = Local.host:service()
	end
end

function Local:draw()
	Gui.core.draw()
end

function Local:keypressed(key, code)
    Gui.keyboard.pressed(key)
end

-- LÖVE 0.9
function love.textinput(str)
    Gui.keyboard.textinput(str)
end

function Local:leave()
	love.keyboard.setTextInput(false)
end

return Local