# Runs server side per game extends Node var port: int var MAX_CLIENTS := 32 func _ready(): var m = SceneMultiplayer.new() get_tree().set_multiplayer(m, get_path()) var peer := ENetMultiplayerPeer.new() peer.create_server(port, MAX_CLIENTS) m.multiplayer_peer = peer m.peer_connected.connect(peer_connected) m.peer_disconnected.connect(peer_disconnected) func peer_connected(id: int): print("Client " + str(id) + "connected to lobby " + str(get_path())) $level.server_add_player(id) func peer_disconnected(id: int): print("Client " + str(id) + "disconnected to lobby " + str(get_path())) $level.server_remove_player(id)