 [WIP] Split up lobby -> menu, lobby, custom_game
lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a
refactor. The first thing I did is split up the *GUI* into the logical
steps it should be. So the new flow is:
- Start the game
- Click "Quick Play"
- Matchmaking begins on my dedicated server
- Start the game
- Click "Custom Game"
- *Only now* am I presented with server / client options
- Start the game
- Click "Singleplayer"
- Singleplayer
NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the
*lobby*, which now is where I:
- Choose my name
- Choose hero
- See list of players
- Get my team assigned
- Anything else that I might like to put in
The point here is that this has *nothing* to do with handshaking /
matchmaking / etc! This is just part of the game! At this point I have
*already been connected* to the server. I've already been aquainted with
my other players. The game has begun.
I put the things that don't belong in any of these flows in
networking.gd, a sort of model-view sorta thing. All of these flows use
some sort of networking thing like `init_server` that tbh should be
*completely* abstracted from the UI.
It's totally a WIP!!! Above is the IDEA, but below is what I've actually
*done*:
- Made the scenes, made a passable UI for each one that at least
indicates ~what they'll do
- Made the corresponding scripts, and split up the lobby script into
ABOUT where I think it'll end up, but no promises
It still errors all over the place, and it's nowhere near properly
organized. PLUS, I'd also like to rewrite a lot of the code / rename
things as part of the initial refactor goal of making me able to
actually think about networking.
7 years ago |
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- extends Node
-
- func connect_global_server():
- ip = global_server_ip
- _client_init()
-
- slave func client_init(given_port=null):
- collect_info()
- var peer = NetworkedMultiplayerENet.new()
- if not ip:
- ip = get_node("CustomGame/IP").get_text()
- ip = IP.resolve_hostname(ip)
- if given_port:
- port = given_port
- print("Connecting to " + ip + ":" + str(port))
- peer.create_client(ip, port)
- get_tree().set_network_peer(peer)
- get_node("CustomGame/Client").set_text("Clienting!")
-
- func singleplayer_init():
- collect_info()
- var peer = NetworkedMultiplayerENet.new()
- peer.create_server(port, 1)
- get_tree().set_network_peer(peer)
- player_info[1] = my_info
- start_game()
-
- func server_init():
- collect_info()
- var peer = NetworkedMultiplayerENet.new()
- print("Starting server on port " + str(port))
- peer.create_server(port, matchmaking.GAME_SIZE)
- get_tree().set_network_peer(peer)
- # As soon as we're listening, let the matchmaker know
- var matchmaker_peer = StreamPeerTCP.new()
- matchmaker_peer.connect_to_host("127.0.0.1", matchmaking.SERVER_TO_SERVER_PORT)
- matchmaker_tcp = PacketPeerStream.new()
- matchmaker_tcp.set_stream_peer(matchmaker_peer)
- # matchmaker_tcp.put_packet([matchmaking.messages.ready_to_connect, port])
- matchmaker_tcp.put_var(matchmaking.messages.ready_to_connect)
- matchmaker_tcp.put_var(port)
- is_connected = true
- get_node("CustomGame/Server").set_text("Serving!")
- get_node("JoinedGameLobby").show()
- if server_playing:
- player_info[1] = my_info
- if "start_game" in my_info and my_info.start_game:
- start_game()
-
- func matchmaker_init():
- matchmaking.run_matchmaker()
-
- func player_disconnected(id):
- if get_tree().is_network_server():
- rpc("unregister_player", id)
- call_deferred("render_player_list")
-
- func player_connected():
- rpc("register_player", get_tree().get_network_unique_id(), my_info)
- if "start_game" in my_info and my_info.start_game:
- rpc_id(1, "start_game")
- get_node("JoinedGameLobby").show()
- is_connected = true
-
- remote func register_player(new_peer, info):
- player_info[new_peer] = info
- render_player_list()
- if (get_tree().is_network_server()):
- var right_team_count = 0
- # Send current players' info to new player
- for old_peer in player_info:
- # Send new player, old player's info
- rpc_id(new_peer, "register_player", old_peer, player_info[old_peer])
- if old_peer != new_peer:
- # We need to assign team later, so count current
- if player_info[old_peer].is_right_team:
- right_team_count += 1
- # You'd think this part could be met with a simple `rpc(`, but actually it can't
- # My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO)
- if old_peer != 1:
- # Send old player, new player's info (not us, no infinite loop)
- rpc_id(old_peer, "register_player", new_peer, info)
- if begun:
- rpc_id(old_peer, "spawn_player", new_peer)
- rpc_id(old_peer, "begin_player_deferred", new_peer) # Spawning is deferred
- if not server_playing:
- # We didn't catch this in player_info
- rpc_id(1, "spawn_player", new_peer)
- rpc_id(1, "begin_player_deferred", new_peer) # Spawning is deferred
- var assign_right_team = right_team_count * 2 < player_info.size()
- rpc("assign_team", new_peer, assign_right_team)
- if not begun and player_info.size() == matchmaking.GAME_SIZE:
- start_game()
- if begun:
- rpc_id(new_peer, "pre_configure_game", my_info.level)
- rpc_id(new_peer, "post_configure_game")
-
- sync func unregister_player(peer):
- player_info.erase(peer)
- get_node("/root/Level/Players/%d" % peer).queue_free()
-
- sync func assign_team(peer, is_right_team):
- player_info[peer].is_right_team = is_right_team
- if peer == get_tree().get_network_unique_id():
- if is_right_team:
- get_node("PlayerSettings/Team").set_text("Right Team")
- else:
- get_node("PlayerSettings/Team").set_text("Left Team")
- render_player_list()
-
- sync func start_game():
- my_info.level = get_node("CustomGame/LevelSelect").get_selected_id()
- rpc("pre_configure_game", my_info.level)
-
- sync func done_preconfiguring(who):
- players_done.append(who)
- if players_done.size() == player_info.size():
- # We call deferred in case singleplayer has placing the player in queue still
- call_deferred("rpc", "post_configure_game")
-
- sync func spawn_player(p):
- var hero = player_info[p].hero
- var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
- player.set_name(str(p))
- player.set_network_master(p)
- player.player_info = player_info[p]
- get_node("/root/Level/Players").call_deferred("add_child", player)
-
- sync func pre_configure_game(level):
- begun = true
- my_info.level = level # Remember the level for future player registration
-
- var self_peer_id = get_tree().get_network_unique_id()
-
- # Remove the interface so as to not fuck with things
- # But we still need the lobby alive to deal with networking!
- for element in get_node("/root/Lobby").get_children():
- element.queue_free()
-
- var world = load("res://scenes/levels/%d.tscn" % level).instance()
- get_node("/root").add_child(world)
-
- # Load all players (including self)
- for p in player_info:
- player_info[p].level = level
- spawn_player(p)
-
- rpc_id(1, "done_preconfiguring", self_peer_id)
-
- func begin_player(peer):
- get_node("/root/Level/Players/%d" % peer).begin()
-
- remote func begin_player_deferred(peer):
- call_deferred("begin_player", peer)
-
- sync func reset_state():
- players_done = []
- get_node("/root/Level").queue_free()
-
- sync func post_configure_game():
- # Begin all players (including self)
- for p in player_info:
- begin_player_deferred(p)
-
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