|
|
|
|
Reply From: |
Nomys_Tempar |
Ok some news on this.
I create my client with something like this :
export var SERVER_PORT = 8996
export var SERVER_IP = “127.0.0.1”
var peer = NetworkedMultiplayerENet.new()
peer.create_client(SERVER_IP, SERVER_PORT)
get_tree().set_network_peer(peer)
So it’s connecting to my local server. To connect with my distant server I just change the SERVER_IP value :
export var SERVER_IP = “my.own.distant.server”
Well, it doesn’t seems to work, my client is still triying to reach a local server, in my logs I found something like : inet_addr : “127.0.0.1”
Anyone knows why ? And how to point godot to the right adress ?
Ok so I found the issue :
export var SERVERPORT = 8996
export var SERVERIP = "mydistantserver"
func ready()
var peer = NetworkedMultiplayerENet.new()
peer.createclient(SERVERIP, SERVERPORT)
gettree().setnetworkpeer(peer)
In this code, my server (also created in ready()) is using my var SERVERIP properly. But the problem was peer.createclient() doesn’t find SERVERIP so it was using localhost instead.
This is a weird behaviour…
Anyway I just rewrite a SERVERIP var inside ready() and it works fine !
Now, my code looks like that :
export var SERVERPORT = 8996
export var SERVERIP = "mydistantserver"
func ready()
var SERVERIP = "mydistantserver"
var peer = NetworkedMultiplayerENet.new()
peer.createclient(SERVERIP, SERVERPORT)
gettree().setnetworkpeer(peer)
Nomys_Tempar | 2018-12-05 10:40