using Godot; using Network.PacketHandling; namespace Network { public class Client : Peer { private PacketPeerUDP PacketPeer; private Connection ServerConn; private PacketBuffer TempBuffer; private float Timer = 0; public Client(PacketPeerUDP packetPeer) : base(packetPeer) { PacketPeer = packetPeer; TempBuffer = NewPacketBuffer(); TempBuffer.Write(1); } public override void Initialize(string address, int port) { GD.print("Start client."); GD.print("Starting to send stuff to " + address + ":" + port); ServerConn = new Connection(address, port); ServerConn.Name = "Server"; StartListening(port, "*"); } public override void Update(float delta) { Timer += delta; if (Timer < 1) { return; } Timer = 0; SendBuffer(TempBuffer, ServerConn); } public override void ReceivePacket(PacketBuffer packetBuffer, Connection connection) { GD.print("Client received stuff from " + connection.Name + " at " + connection.Address + " : " + connection.Port + " :"); while (packetBuffer.HasNext) { GD.print(packetBuffer.Read()); } } public override void Connected(Connection conn) { GD.print("Connected to " + conn.Name + " at " + conn.Address + ":" + conn.Port); } } }