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liblast/Game/Main.gd

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extends Node
enum GameFocus {MENU, GAME, CHAT, AWAY}
enum NetworkRole {NONE, CLIENT, SERVER, DEDICATED_SERVER, RELAY_SERVER}
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const NET_PORT = 12597
const NET_SERVER = "localhost" #liblast.unfa.xyz"
var peer = NetworkedMultiplayerENet.new()
var role = NetworkRole.NONE:
set(new_role):
role = new_role
print("Network Role changed to ", NetworkRole.keys()[new_role])
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var player_scene = preload("res://Assets/Characters/Player.tscn")
@onready var gui = $GUI
@onready var hud = $HUD
@onready var chat = hud.get_node("Chat")
var local_player: Node = null
class PlayerInfo:
var name: String
var team: int
var color: Color
var focus: GameFocus
var health: int
var score: int
func _init():#name: String, team: int, color: Color):
var player_name = ""
for i in range(0, 4):
player_name += ['a','b','c', 'd', 'e', 'f'][randi() % 5]
self.name = player_name
self.color = Color(randf(),randf(),randf())
self.team = 0
self.focus = 999
self.health = 100
self.score = 0
# else:
# self.name = name
# self.team = team
# self.color = color
# self.focus = 0
func serialize():
return {
'name': self.name,
'team': str(self.team),
'color': self.color.to_html(),
'focus': self.focus,
'health': self.health,
'score': self.score,
}
func set(name: String, team: int, color: Color, focus: int, health: int, score: int):
self.name = name
self.team = team
self.color = color
self.focus = focus
self.health = health
self.score = score
func deserialize(info):
self.name = info['name']
self.team = info['team'].to_int()
self.color = Color.html(info['color'])
self.focus = info['focus']
self.health = info['health']
self.score = info['score']
#func generate():
func _process(delta):
$Label.text = "player_list: \n"
for i in player_list.players.keys():
if player_list.players[i]:
$Label.text += str(i) + " = " + str(player_list.get(i).serialize()) + "\n"
else:
$Label.text += str(i) + " = ???"
class PlayerList:
var players = {}
#
# func store(pid, item):
# items[pid] = item
func erase(pid):
players.erase(pid)
func set(pid: int, info: PlayerInfo):
# if info is PlayerInfo:
players[pid] = info
# else:
# var new_info = PlayerInfo.deserialize(info)
# players[pid] = new_info
func get(pid: int) -> PlayerInfo:
return players[pid]
# func update():
# if get_tree().network_peer.get_unique_id() == 1:
# for i in players.keys:
# rpc(&'player_list_update', i, players[i].serialize())
# else:
# rpc_id(1, &'player_list_update', players[get_tree().network_peer.get_unique_id()].serialize())
@onready var player_list = PlayerList.new()
var focus = GameFocus.MENU :
set(new_focus):
match new_focus:
0:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
gui.show()
if local_player:
local_player.input_active = false
1:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
gui.hide()
if local_player:
local_player.input_active = true
2:
if local_player:
local_player.input_active = false
3:
if local_player:
local_player.input_active = true
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focus = new_focus
#@remote set_info(info) -> void:
# player_info = PlayerInfo.new(info['name'], info['team'].to_int(), Color(info['color']))
# print("set_info - rpc called from ", get_tree().get_rpc_sender_id())
#@master func update_info() -> void:
# rpc(&'set_info', player_info.serialize())
#@master func generate_info() -> void:
#rpc(&'set_info', PlayerInfo.new(player_name, 0, color).serialize() )
func _input(_event) -> void:
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if Input.is_action_just_pressed("ui_cancel"):
if focus == GameFocus.GAME:
focus = GameFocus.MENU
elif focus == GameFocus.MENU:
focus = GameFocus.GAME
#@remote func update_player_list(player_list):
# self.player_list = player_list
@remote func player_list_update(info, pid = get_tree().get_rpc_sender_id()):
var new_info = PlayerInfo.new()
new_info.deserialize(info)
if player_list.players.has(pid):
var old_name = player_list.get(pid).name
if old_name != new_info.name:
chat.chat_notification("Player [b]" + old_name + "[/b] changed name to [b]" + new_info.name + "[/b]")
var old_color = player_list.get(pid).color
if old_color != new_info.color:
chat.chat_notification("Player [b]" + new_info.name + "[/b] changed color to [b][color=" + new_info.color.to_html() + "]" + new_info.name + "[/color][/b]")
$Players.get_node(str(pid)).update_color()
elif get_tree().network_peer.get_unique_id() == 1:
for i in player_list.players.keys(): #notify existing players the new one has joined
# if i != pid:
chat.rpc_id(i, &'chat_notification', "Player [b]" + new_info.name + "[/b] joined")
if get_tree().network_peer.get_unique_id() == 1: # if we're server, we should store this
pid = get_tree().get_rpc_sender_id() #disallow clients setting player_info for other players than themselves
player_list.set(pid, new_info)
rpc(&'player_list_update', info, pid) # broadcast the new entry to clients
else: #we are client, so we're getting data relayed from the server
player_list.set(pid, new_info) # server relays other PID's data
func push_local_player_info(): #
var id = get_tree().network_peer.get_unique_id()
#print("PLayer info vsr2str: ", var2str(player_list.get(id)) )
if id != 1:
rpc_id(1, &'player_list_update', player_list.get(id).serialize())
else:
rpc(&'player_list_update', player_list.get(id).serialize(), 1)
@remotesync func destroy_player(pid: int):
var player_node = $Players.get_node(str(pid))
assert(player_node != null, "Attempting to delete a player node that does not exist")
player_node.name = str(player_node.name) + "_dead" # avoids name collision when instancing another player scene
player_node.queue_free()
#player.queue_free()
var is_local = true if pid == local_player.get_network_master() else false
create_player(pid, is_local, true)
func create_player(pid: int, is_local:= false, respawn:= false) -> void:
var new_player
new_player = player_scene.instantiate()
var spawnpoint = $Map/SpawnPoints.get_children()[randi() % len($Map/SpawnPoints.get_children())]
new_player.name = str(pid)
new_player.global_transform = spawnpoint.global_transform
new_player.set_network_master(pid)
$Players.add_child(new_player)
var new_info: PlayerInfo
if not respawn: # first spawn
new_info = PlayerInfo.new() # generate name, color etc
elif is_local: # respawn, only works for local players
new_info = player_list.players[pid] # reuse previous name, color etc
new_info.health = 100 # give the respawned player full health
player_list.set(pid, new_info)
if get_tree().network_peer.get_unique_id() != 1: # if we're not the server - update the server
rpc_id(1, &'player_list_update', new_info.serialize()) # send local player info to the server
else: # if we're the server, update the clients
rpc(&'player_list_update', new_info.serialize(), pid)
if is_local:
local_player = new_player #$Players.get_node(str(id))
local_player.get_node("Head/Camera").current = true
$NetworkTesting/TextEdit.text = new_info.name
$NetworkTesting/ColorPickerButton.color = new_info.color
#local_player.rpc(&'set_color', new_info.color)
elif local_player: # if there is a local player, make sure we keep using it's camera
new_player.get_node("Head/Camera").current = false
local_player.get_node("Head/Camera").current = true
#new_player.rpc(&'set_color', player_list.get(pid).color)
func start_dedicated_server(): # start server without creating a local player
role = NetworkRole.DEDICATED_SERVER
peer.create_server(NET_PORT, 16)
get_tree().network_peer = peer
#create_player(1, true)
func _on_Host_pressed(): # start server and create a local player
role = NetworkRole.SERVER
$NetworkTesting/Host.disabled = true
$NetworkTesting/Connect.disabled = true
peer.create_server(NET_PORT, 16)
get_tree().network_peer = peer
create_player(1, true)
focus = GameFocus.GAME
chat.chat_notification("Started server")
func _on_Connect_pressed():
$NetworkTesting/Host.disabled = true
$NetworkTesting/Connect.disabled = true
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peer.create_client(NET_SERVER, NET_PORT)
get_tree().network_peer = peer
func _player_connected(pid) -> void:
print("player connected, id: ", pid)
create_player(pid, false)
if get_tree().network_peer.get_unique_id() == 1: # if we're the server
for i in player_list.players.keys(): # send the player_list to the new client
rpc_id(pid, &'player_list_update', player_list.get(i).serialize(), i) # send local player info to the server
# if local_player:
# local_player.rpc(&"update_info")
#
# if role in [NetworkRole.SERVER, NetworkRole.DEDICATED_SERVER]:
# rpc_id(id, "player_list_update", player_list)
func _player_disconnected(pid) -> void:
print("player disconnected, id: ", pid)
if get_tree().network_peer.get_unique_id() == 1: # if we're the server, broadcast that a player left
chat.rpc(&'chat_notification', "Player [b]" + player_list.get(pid).name + "[/b] left")
func _connected_ok() -> void:
print("connected to server")
chat.chat_notification("Connected to server")
var pid = get_tree().get_network_unique_id()
create_player(pid, true)
focus = GameFocus.GAME
role = NetworkRole.CLIENT
func _connected_fail() -> void:
print("connection to server failed")
chat.chat_notification("Connection failed")
func _server_disconnected() -> void:
print("server disconnected")
role = NetworkRole.NONE
chat.chat_notification("Server disconnected")
func _ready() -> void:
peer.compression_mode = NetworkedMultiplayerENet.COMPRESS_ZSTD
print("Commandline arguments: ", OS.get_cmdline_args())
get_tree().connect("network_peer_connected", self._player_connected)
get_tree().connect("network_peer_disconnected", self._player_disconnected)
get_tree().connect("connected_to_server", self._connected_ok)
get_tree().connect("connection_failed", self._connected_fail)
get_tree().connect("server_disconnected", self._server_disconnected)
if OS.get_cmdline_args().has("dedicated_server"):
start_dedicated_server()
func _on_TextEdit_text_submitted(new_text):
player_list.players[get_tree().network_peer.get_unique_id()].name = new_text
push_local_player_info()
#chat_announcement("Player " + old_name + " is now known as " + new_name)
func _on_ColorPickerButton_color_changed(color):
player_list.players[get_tree().network_peer.get_unique_id()].color = color
push_local_player_info()
local_player.rpc(&'set_color', color)