A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

164 lines
5.4 KiB

[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
  1. extends Node
  2. func connect_global_server():
  3. ip = global_server_ip
  4. _client_init()
  5. slave func client_init(given_port=null):
  6. collect_info()
  7. var peer = NetworkedMultiplayerENet.new()
  8. if not ip:
  9. ip = get_node("CustomGame/IP").get_text()
  10. ip = IP.resolve_hostname(ip)
  11. if given_port:
  12. port = given_port
  13. print("Connecting to " + ip + ":" + str(port))
  14. peer.create_client(ip, port)
  15. get_tree().set_network_peer(peer)
  16. get_node("CustomGame/Client").set_text("Clienting!")
  17. func singleplayer_init():
  18. collect_info()
  19. var peer = NetworkedMultiplayerENet.new()
  20. peer.create_server(port, 1)
  21. get_tree().set_network_peer(peer)
  22. player_info[1] = my_info
  23. start_game()
  24. func server_init():
  25. collect_info()
  26. var peer = NetworkedMultiplayerENet.new()
  27. print("Starting server on port " + str(port))
  28. peer.create_server(port, matchmaking.GAME_SIZE)
  29. get_tree().set_network_peer(peer)
  30. # As soon as we're listening, let the matchmaker know
  31. var matchmaker_peer = StreamPeerTCP.new()
  32. matchmaker_peer.connect_to_host("127.0.0.1", matchmaking.SERVER_TO_SERVER_PORT)
  33. matchmaker_tcp = PacketPeerStream.new()
  34. matchmaker_tcp.set_stream_peer(matchmaker_peer)
  35. # matchmaker_tcp.put_packet([matchmaking.messages.ready_to_connect, port])
  36. matchmaker_tcp.put_var(matchmaking.messages.ready_to_connect)
  37. matchmaker_tcp.put_var(port)
  38. is_connected = true
  39. get_node("CustomGame/Server").set_text("Serving!")
  40. get_node("JoinedGameLobby").show()
  41. if server_playing:
  42. player_info[1] = my_info
  43. if "start_game" in my_info and my_info.start_game:
  44. start_game()
  45. func matchmaker_init():
  46. matchmaking.run_matchmaker()
  47. func player_disconnected(id):
  48. if get_tree().is_network_server():
  49. rpc("unregister_player", id)
  50. call_deferred("render_player_list")
  51. func player_connected():
  52. rpc("register_player", get_tree().get_network_unique_id(), my_info)
  53. if "start_game" in my_info and my_info.start_game:
  54. rpc_id(1, "start_game")
  55. get_node("JoinedGameLobby").show()
  56. is_connected = true
  57. remote func register_player(new_peer, info):
  58. player_info[new_peer] = info
  59. render_player_list()
  60. if (get_tree().is_network_server()):
  61. var right_team_count = 0
  62. # Send current players' info to new player
  63. for old_peer in player_info:
  64. # Send new player, old player's info
  65. rpc_id(new_peer, "register_player", old_peer, player_info[old_peer])
  66. if old_peer != new_peer:
  67. # We need to assign team later, so count current
  68. if player_info[old_peer].is_right_team:
  69. right_team_count += 1
  70. # You'd think this part could be met with a simple `rpc(`, but actually it can't
  71. # My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO)
  72. if old_peer != 1:
  73. # Send old player, new player's info (not us, no infinite loop)
  74. rpc_id(old_peer, "register_player", new_peer, info)
  75. if begun:
  76. rpc_id(old_peer, "spawn_player", new_peer)
  77. rpc_id(old_peer, "begin_player_deferred", new_peer) # Spawning is deferred
  78. if not server_playing:
  79. # We didn't catch this in player_info
  80. rpc_id(1, "spawn_player", new_peer)
  81. rpc_id(1, "begin_player_deferred", new_peer) # Spawning is deferred
  82. var assign_right_team = right_team_count * 2 < player_info.size()
  83. rpc("assign_team", new_peer, assign_right_team)
  84. if not begun and player_info.size() == matchmaking.GAME_SIZE:
  85. start_game()
  86. if begun:
  87. rpc_id(new_peer, "pre_configure_game", my_info.level)
  88. rpc_id(new_peer, "post_configure_game")
  89. sync func unregister_player(peer):
  90. player_info.erase(peer)
  91. get_node("/root/Level/Players/%d" % peer).queue_free()
  92. sync func assign_team(peer, is_right_team):
  93. player_info[peer].is_right_team = is_right_team
  94. if peer == get_tree().get_network_unique_id():
  95. if is_right_team:
  96. get_node("PlayerSettings/Team").set_text("Right Team")
  97. else:
  98. get_node("PlayerSettings/Team").set_text("Left Team")
  99. render_player_list()
  100. sync func start_game():
  101. my_info.level = get_node("CustomGame/LevelSelect").get_selected_id()
  102. rpc("pre_configure_game", my_info.level)
  103. sync func done_preconfiguring(who):
  104. players_done.append(who)
  105. if players_done.size() == player_info.size():
  106. # We call deferred in case singleplayer has placing the player in queue still
  107. call_deferred("rpc", "post_configure_game")
  108. sync func spawn_player(p):
  109. var hero = player_info[p].hero
  110. var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
  111. player.set_name(str(p))
  112. player.set_network_master(p)
  113. player.player_info = player_info[p]
  114. get_node("/root/Level/Players").call_deferred("add_child", player)
  115. sync func pre_configure_game(level):
  116. begun = true
  117. my_info.level = level # Remember the level for future player registration
  118. var self_peer_id = get_tree().get_network_unique_id()
  119. # Remove the interface so as to not fuck with things
  120. # But we still need the lobby alive to deal with networking!
  121. for element in get_node("/root/Lobby").get_children():
  122. element.queue_free()
  123. var world = load("res://scenes/levels/%d.tscn" % level).instance()
  124. get_node("/root").add_child(world)
  125. # Load all players (including self)
  126. for p in player_info:
  127. player_info[p].level = level
  128. spawn_player(p)
  129. rpc_id(1, "done_preconfiguring", self_peer_id)
  130. func begin_player(peer):
  131. get_node("/root/Level/Players/%d" % peer).begin()
  132. remote func begin_player_deferred(peer):
  133. call_deferred("begin_player", peer)
  134. sync func reset_state():
  135. players_done = []
  136. get_node("/root/Level").queue_free()
  137. sync func post_configure_game():
  138. # Begin all players (including self)
  139. for p in player_info:
  140. begin_player_deferred(p)