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Fix all /errors/ on networking and custom_game

But not all bugs. Only errors. We're taking this a step at a time.
master
Luna 7 years ago
parent
commit
04f75a8ca7
6 changed files with 128 additions and 117 deletions
  1. +13
    -13
      scenes/custom_game.tscn
  2. +3
    -2
      scripts/custom_game.gd
  3. +9
    -2
      scripts/lobby.gd
  4. +2
    -2
      scripts/matchmaking.gd
  5. +1
    -1
      scripts/menu.gd
  6. +100
    -97
      scripts/networking.gd

+ 13
- 13
scenes/custom_game.tscn View File

@ -70,10 +70,10 @@ anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 68.0
margin_top = 261.0
margin_right = 272.0
margin_bottom = 331.0
margin_left = 73.0
margin_top = 253.0
margin_right = 366.0
margin_bottom = 310.0
rect_pivot_offset = Vector2( 0, 0 )
focus_mode = 2
mouse_filter = 0
@ -94,10 +94,10 @@ anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 72.0
margin_top = 201.0
margin_right = 243.0
margin_bottom = 236.0
margin_left = 74.0
margin_top = 197.0
margin_right = 364.0
margin_bottom = 232.0
rect_pivot_offset = Vector2( 0, 0 )
focus_mode = 2
mouse_filter = 0
@ -123,8 +123,8 @@ anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 588.0
margin_top = 258.0
margin_right = 812.0
margin_bottom = 332.0
margin_right = 890.0
margin_bottom = 315.0
rect_pivot_offset = Vector2( 0, 0 )
focus_mode = 2
mouse_filter = 0
@ -166,9 +166,9 @@ anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 632.0
margin_top = 202.0
margin_right = 783.0
margin_bottom = 231.0
margin_top = 203.0
margin_right = 891.0
margin_bottom = 232.0
rect_pivot_offset = Vector2( 0, 0 )
focus_mode = 2
mouse_filter = 0


+ 3
- 2
scripts/custom_game.gd View File

@ -5,5 +5,6 @@ onready var networking = preload("res://scripts/networking.gd").new()
func _ready():
add_child(networking)
get_node("Server").connect("pressed", networking, server_init)
get_node("Client").connect("pressed", networking, client_init)
get_node("Server").connect("pressed", networking, "start_server")
get_node("Client").connect("pressed", networking, "start_client")

+ 9
- 2
scripts/lobby.gd View File

@ -2,9 +2,7 @@ extends Control
var port = null # Defined by command-line argument with default
var player_info = {}
var my_info = {}
var begun = false
var server_playing = true
var global_server_ip = "nv.cosinegaming.com"
var ip = null
@ -73,3 +71,12 @@ func render_player_list():
list += "\n"
get_node("JoinedGameLobby/PlayerList").set_text(list)
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()

+ 2
- 2
scripts/matchmaking.gd View File

@ -29,11 +29,11 @@ onready var lobby = get_node("..")
func _ready():
# By default, having this node doesn't do naything
# You must call run_matchmaker to enable it
# You must call start_matchmaker to enable it
# If not called, don't call _process (= don't matchmake)
set_process(false)
func run_matchmaker():
func start_matchmaker():
# Actually run the matchmaker
set_process(true)


+ 1
- 1
scripts/menu.gd View File

@ -49,7 +49,7 @@ func _option_sel(button_name, option):
button.select(option)
func _parse_args():
var o = setup_options()
var o = _set_up_options()
o.parse()
# if o.get_value("-silent"):


+ 100
- 97
scripts/networking.gd View File

@ -1,132 +1,129 @@
extends Node
func connect_global_server():
ip = global_server_ip
_client_init()
onready var matchmaking = preload("res://scripts/matchmaking.gd").new()
slave func client_init(given_port=null):
collect_info()
var players = []
# TODO: Should we abstract server so variables like this aren't cluttering everything up?
var players_done = []
var begun = false
# TODO: This needs to go. It carries nothing of value
# ALL server negotiation should happen before ANY data is investigated (in lobby)
var my_info = {}
func _ready():
add_child(matchmaking)
# func connect_global_server(): TODO
# ip = global_server_ip
# _client_init()
func start_client(ip, port):
# collect_info() TODO
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
# if not ip: TODO
# 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!")
# get_node("CustomGame/Client").set_text("Clienting!") TODO
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 singleplayer_init(): TODO
# # collect_info() TODO
# var peer = NetworkedMultiplayerENet.new()
# peer.create_server(port, 1)
# get_tree().set_network_peer(peer)
# players[1] = my_info
# start_game()
func server_init():
collect_info()
func _connect_to_matchmaker(game_port):
var matchmaker_peer = StreamPeerTCP.new()
matchmaker_peer.connect_to_host("127.0.0.1", matchmaking.SERVER_TO_SERVER_PORT)
var matchmaker_tcp = PacketPeerStream.new()
matchmaker_tcp.set_stream_peer(matchmaker_peer)
matchmaker_tcp.put_var(matchmaking.messages.ready_to_connect)
matchmaker_tcp.put_var(game_port)
func start_server(port):
# collect_info() TODO
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):
_connect_to_matchmaker(port)
# is_connected = true TODO
# get_node("CustomGame/Server").set_text("Serving!")
# get_node("JoinedGameLobby").show()
# if server_playing:
# players[1] = my_info
# if "start_game" in my_info and my_info.start_game: TODO
# start_game()
# sync func start_game(): TODO
# my_info.level = get_node("CustomGame/LevelSelect").get_selected_id() TODO
# rpc("_pre_configure_game", my_info.level)
func disconnect_player(id):
if get_tree().is_network_server():
rpc("unregister_player", id)
call_deferred("render_player_list")
# call_deferred("render_player_list") TODO
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
# func connect_player():
# 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() TODO
# is_connected = true
remote func register_player(new_peer, info):
player_info[new_peer] = info
remote func _register_player(new_peer, info):
players[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:
for old_peer in players:
# Send new player, old player's info
rpc_id(new_peer, "register_player", old_peer, player_info[old_peer])
rpc_id(new_peer, "_register_player", old_peer, players[old_peer])
if old_peer != new_peer:
# We need to assign team later, so count current
if player_info[old_peer].is_right_team:
if players[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)
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_id(old_peer, "_spawn_player", new_peer)
rpc_id(old_peer, "_begin_player_deferred", new_peer) # Spawning is deferred
# if not server_playing: TODO
# # We didn't catch this in players
# 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 < players.size()
rpc("assign_team", new_peer, assign_right_team)
if not begun and player_info.size() == matchmaking.GAME_SIZE:
if not begun and players.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")
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)
sync func _unregister_player(peer):
players.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
sync func _spawn_player(p):
var hero = players[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]
player.players = players[p]
get_node("/root/Level/Players").call_deferred("add_child", player)
sync func pre_configure_game(level):
sync func _pre_configure_game(level):
begun = true
my_info.level = level # Remember the level for future player registration
@ -141,24 +138,30 @@ sync func pre_configure_game(level):
get_node("/root").add_child(world)
# Load all players (including self)
for p in player_info:
player_info[p].level = level
for p in players:
players[p].level = level
spawn_player(p)
rpc_id(1, "done_preconfiguring", self_peer_id)
func begin_player(peer):
sync func _done_preconfiguring(who):
players_done.append(who)
if players_done.size() == players.size():
# We call deferred in case singleplayer has placing the player in queue still
call_deferred("rpc", "post_configure_game")
sync func _post_configure_game():
# Begin all players (including self)
for p in players:
_begin_player_deferred(p)
func _begin_player(peer):
get_node("/root/Level/Players/%d" % peer).begin()
remote func begin_player_deferred(peer):
call_deferred("begin_player", peer)
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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