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@ -1,132 +1,129 @@ |
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extends Node |
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func connect_global_server(): |
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ip = global_server_ip |
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_client_init() |
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onready var matchmaking = preload("res://scripts/matchmaking.gd").new() |
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slave func client_init(given_port=null): |
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collect_info() |
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var players = [] |
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# TODO: Should we abstract server so variables like this aren't cluttering everything up? |
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var players_done = [] |
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var begun = false |
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# TODO: This needs to go. It carries nothing of value |
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# ALL server negotiation should happen before ANY data is investigated (in lobby) |
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var my_info = {} |
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func _ready(): |
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add_child(matchmaking) |
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# func connect_global_server(): TODO |
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# ip = global_server_ip |
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# _client_init() |
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func start_client(ip, port): |
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# collect_info() TODO |
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var peer = NetworkedMultiplayerENet.new() |
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if not ip: |
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ip = get_node("CustomGame/IP").get_text() |
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ip = IP.resolve_hostname(ip) |
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if given_port: |
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port = given_port |
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# if not ip: TODO |
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# ip = get_node("CustomGame/IP").get_text() |
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# ip = IP.resolve_hostname(ip) |
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# if given_port: |
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# port = given_port |
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print("Connecting to " + ip + ":" + str(port)) |
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peer.create_client(ip, port) |
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get_tree().set_network_peer(peer) |
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get_node("CustomGame/Client").set_text("Clienting!") |
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# get_node("CustomGame/Client").set_text("Clienting!") TODO |
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func singleplayer_init(): |
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collect_info() |
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var peer = NetworkedMultiplayerENet.new() |
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peer.create_server(port, 1) |
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get_tree().set_network_peer(peer) |
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player_info[1] = my_info |
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start_game() |
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# func singleplayer_init(): TODO |
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# # collect_info() TODO |
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# var peer = NetworkedMultiplayerENet.new() |
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# peer.create_server(port, 1) |
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# get_tree().set_network_peer(peer) |
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# players[1] = my_info |
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# start_game() |
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func server_init(): |
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collect_info() |
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func _connect_to_matchmaker(game_port): |
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var matchmaker_peer = StreamPeerTCP.new() |
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matchmaker_peer.connect_to_host("127.0.0.1", matchmaking.SERVER_TO_SERVER_PORT) |
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var matchmaker_tcp = PacketPeerStream.new() |
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matchmaker_tcp.set_stream_peer(matchmaker_peer) |
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matchmaker_tcp.put_var(matchmaking.messages.ready_to_connect) |
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matchmaker_tcp.put_var(game_port) |
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func start_server(port): |
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# collect_info() TODO |
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var peer = NetworkedMultiplayerENet.new() |
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print("Starting server on port " + str(port)) |
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peer.create_server(port, matchmaking.GAME_SIZE) |
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get_tree().set_network_peer(peer) |
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# As soon as we're listening, let the matchmaker know |
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var matchmaker_peer = StreamPeerTCP.new() |
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matchmaker_peer.connect_to_host("127.0.0.1", matchmaking.SERVER_TO_SERVER_PORT) |
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matchmaker_tcp = PacketPeerStream.new() |
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matchmaker_tcp.set_stream_peer(matchmaker_peer) |
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# matchmaker_tcp.put_packet([matchmaking.messages.ready_to_connect, port]) |
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matchmaker_tcp.put_var(matchmaking.messages.ready_to_connect) |
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matchmaker_tcp.put_var(port) |
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is_connected = true |
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get_node("CustomGame/Server").set_text("Serving!") |
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get_node("JoinedGameLobby").show() |
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if server_playing: |
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player_info[1] = my_info |
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if "start_game" in my_info and my_info.start_game: |
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start_game() |
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func matchmaker_init(): |
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matchmaking.run_matchmaker() |
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func player_disconnected(id): |
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_connect_to_matchmaker(port) |
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# is_connected = true TODO |
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# get_node("CustomGame/Server").set_text("Serving!") |
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# get_node("JoinedGameLobby").show() |
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# if server_playing: |
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# players[1] = my_info |
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# if "start_game" in my_info and my_info.start_game: TODO |
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# start_game() |
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# sync func start_game(): TODO |
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# my_info.level = get_node("CustomGame/LevelSelect").get_selected_id() TODO |
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# rpc("_pre_configure_game", my_info.level) |
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func disconnect_player(id): |
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if get_tree().is_network_server(): |
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rpc("unregister_player", id) |
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call_deferred("render_player_list") |
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# call_deferred("render_player_list") TODO |
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func player_connected(): |
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rpc("register_player", get_tree().get_network_unique_id(), my_info) |
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if "start_game" in my_info and my_info.start_game: |
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rpc_id(1, "start_game") |
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get_node("JoinedGameLobby").show() |
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is_connected = true |
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# func connect_player(): |
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# rpc("register_player", get_tree().get_network_unique_id(), my_info) |
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# if "start_game" in my_info and my_info.start_game: |
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# rpc_id(1, "start_game") |
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# get_node("JoinedGameLobby").show() TODO |
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# is_connected = true |
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remote func register_player(new_peer, info): |
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player_info[new_peer] = info |
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remote func _register_player(new_peer, info): |
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players[new_peer] = info |
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render_player_list() |
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if (get_tree().is_network_server()): |
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var right_team_count = 0 |
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# Send current players' info to new player |
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for old_peer in player_info: |
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for old_peer in players: |
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# Send new player, old player's info |
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rpc_id(new_peer, "register_player", old_peer, player_info[old_peer]) |
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rpc_id(new_peer, "_register_player", old_peer, players[old_peer]) |
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if old_peer != new_peer: |
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# We need to assign team later, so count current |
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if player_info[old_peer].is_right_team: |
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if players[old_peer].is_right_team: |
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right_team_count += 1 |
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# You'd think this part could be met with a simple `rpc(`, but actually it can't |
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# My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO) |
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if old_peer != 1: |
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# Send old player, new player's info (not us, no infinite loop) |
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rpc_id(old_peer, "register_player", new_peer, info) |
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rpc_id(old_peer, "_register_player", new_peer, info) |
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if begun: |
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rpc_id(old_peer, "spawn_player", new_peer) |
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rpc_id(old_peer, "begin_player_deferred", new_peer) # Spawning is deferred |
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if not server_playing: |
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# We didn't catch this in player_info |
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rpc_id(1, "spawn_player", new_peer) |
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rpc_id(1, "begin_player_deferred", new_peer) # Spawning is deferred |
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var assign_right_team = right_team_count * 2 < player_info.size() |
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rpc_id(old_peer, "_spawn_player", new_peer) |
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rpc_id(old_peer, "_begin_player_deferred", new_peer) # Spawning is deferred |
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# if not server_playing: TODO |
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# # We didn't catch this in players |
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# rpc_id(1, "_spawn_player", new_peer) |
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# rpc_id(1, "_begin_player_deferred", new_peer) # Spawning is deferred |
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var assign_right_team = right_team_count * 2 < players.size() |
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rpc("assign_team", new_peer, assign_right_team) |
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if not begun and player_info.size() == matchmaking.GAME_SIZE: |
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if not begun and players.size() == matchmaking.GAME_SIZE: |
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start_game() |
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if begun: |
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rpc_id(new_peer, "pre_configure_game", my_info.level) |
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rpc_id(new_peer, "post_configure_game") |
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rpc_id(new_peer, "_pre_configure_game", my_info.level) |
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rpc_id(new_peer, "_post_configure_game") |
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sync func unregister_player(peer): |
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player_info.erase(peer) |
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sync func _unregister_player(peer): |
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players.erase(peer) |
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get_node("/root/Level/Players/%d" % peer).queue_free() |
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sync func assign_team(peer, is_right_team): |
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player_info[peer].is_right_team = is_right_team |
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if peer == get_tree().get_network_unique_id(): |
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if is_right_team: |
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get_node("PlayerSettings/Team").set_text("Right Team") |
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else: |
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get_node("PlayerSettings/Team").set_text("Left Team") |
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render_player_list() |
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sync func start_game(): |
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my_info.level = get_node("CustomGame/LevelSelect").get_selected_id() |
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rpc("pre_configure_game", my_info.level) |
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sync func done_preconfiguring(who): |
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players_done.append(who) |
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if players_done.size() == player_info.size(): |
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# We call deferred in case singleplayer has placing the player in queue still |
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call_deferred("rpc", "post_configure_game") |
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sync func spawn_player(p): |
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var hero = player_info[p].hero |
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sync func _spawn_player(p): |
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var hero = players[p].hero |
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var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance() |
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player.set_name(str(p)) |
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player.set_network_master(p) |
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player.player_info = player_info[p] |
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player.players = players[p] |
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get_node("/root/Level/Players").call_deferred("add_child", player) |
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sync func pre_configure_game(level): |
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sync func _pre_configure_game(level): |
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begun = true |
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my_info.level = level # Remember the level for future player registration |
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@ -141,24 +138,30 @@ sync func pre_configure_game(level): |
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get_node("/root").add_child(world) |
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# Load all players (including self) |
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for p in player_info: |
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player_info[p].level = level |
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for p in players: |
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players[p].level = level |
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spawn_player(p) |
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rpc_id(1, "done_preconfiguring", self_peer_id) |
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func begin_player(peer): |
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sync func _done_preconfiguring(who): |
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players_done.append(who) |
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if players_done.size() == players.size(): |
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# We call deferred in case singleplayer has placing the player in queue still |
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call_deferred("rpc", "post_configure_game") |
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sync func _post_configure_game(): |
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# Begin all players (including self) |
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for p in players: |
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_begin_player_deferred(p) |
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func _begin_player(peer): |
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get_node("/root/Level/Players/%d" % peer).begin() |
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remote func begin_player_deferred(peer): |
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call_deferred("begin_player", peer) |
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remote func _begin_player_deferred(peer): |
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call_deferred("_begin_player", peer) |
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sync func reset_state(): |
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players_done = [] |
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get_node("/root/Level").queue_free() |
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sync func post_configure_game(): |
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# Begin all players (including self) |
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for p in player_info: |
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begin_player_deferred(p) |
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