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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
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