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@ -1,25 +1,20 @@ |
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extends Node |
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# Public variables |
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# ================ |
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onready var matchmaking = preload("res://scripts/matchmaking.gd").new() |
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remote var players = {} |
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var players_done = [] |
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var global_server_ip = "nv.cosinegaming.com" |
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var matchmaker_tcp |
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var right_team_next = false |
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var level |
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signal info_updated |
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func _ready(): |
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add_child(matchmaking) |
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get_tree().connect("network_peer_disconnected", self, "unregister_player") |
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get_tree().connect("network_peer_connected", self, "register_player") |
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get_tree().connect("connected_to_server", self, "_on_connect") |
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connect("info_updated", self, "_check_info") |
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# Public methods |
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# ============== |
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func start_client(ip="", port=0): |
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if not ip: |
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@ -38,14 +33,6 @@ remote func reconnect(ip, port): |
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players = {} |
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start_client(ip, port) |
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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=0): |
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if not port: |
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port = util.args.get_value("-port") |
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@ -55,18 +42,72 @@ func start_server(port=0): |
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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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_connect_to_matchmaker(port) |
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register_player(get_tree().get_network_unique_id()) |
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_register_player(get_tree().get_network_unique_id()) |
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if util.args.get_value("-silent"): |
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set_info("spectating", true) |
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get_tree().change_scene("res://scenes/lobby.tscn") |
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master func _start_game(): |
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rpc("_pre_configure_game", level) |
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master func set_info(key, value, peer=0): |
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if not peer: |
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peer = get_tree().get_network_unique_id() |
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rpc("_set_info", str(key), value, peer) |
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# When connectivity is not yet guaranteed, the only one we know is always |
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# connected to everyone is the server. So in initial handshakes, it's better to |
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# tell the server what to tell everyone to do |
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func set_info_from_server(key, value, peer=0): |
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if not peer: |
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peer = get_tree().get_network_unique_id() |
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rpc_id(1, "set_info", key, value, peer) |
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func start_game(): |
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rpc_id(1, "_start_game") |
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func send_all_info(new_peer): |
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sync func reset_state(): |
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for p in players: |
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players[p].begun = false |
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# TODO: Do I in fact want to unready everyone automatically? |
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players[p].ready = false |
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get_node("/root/Level").queue_free() |
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# Private methods |
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# =============== |
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func _ready(): |
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add_child(matchmaking) |
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get_tree().connect("network_peer_disconnected", self, "_unregister_player") |
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get_tree().connect("network_peer_connected", self, "_register_player") |
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get_tree().connect("connected_to_server", self, "_on_connect") |
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connect("info_updated", self, "_check_info") |
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remote func _register_player(new_peer): |
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if get_tree().is_network_server(): |
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# I tell new player about all the existing people |
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_send_all_info(new_peer) |
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set_info("is_right_team", _right_team_next(), new_peer) |
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sync func _unregister_player(peer): |
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players.erase(peer) |
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var p = util.get_player(peer) |
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if p: |
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p.queue_free() |
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emit_signal("info_updated") |
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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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master func _start_game(): |
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rpc("_pre_configure_game", level) |
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func _send_all_info(new_peer): |
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for p in players: |
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if p != new_peer: |
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for key in players[p]: |
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@ -83,40 +124,14 @@ func _right_team_next(): |
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right_team_count += 1 |
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return (right_team_count <= players.size() / 2) |
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remote func register_player(new_peer): |
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if get_tree().is_network_server(): |
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# I tell new player about all the existing people |
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send_all_info(new_peer) |
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set_info("is_right_team", _right_team_next(), new_peer) |
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sync func unregister_player(peer): |
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players.erase(peer) |
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var p = util.get_player(peer) |
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if p: |
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p.queue_free() |
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emit_signal("info_updated") |
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sync func _set_info(key, value, peer): |
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if not players.has(peer): |
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players[peer] = {} |
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players[peer][key] = value |
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emit_signal("info_updated") |
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master func set_info(key, value, peer=0): |
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if not peer: |
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peer = get_tree().get_network_unique_id() |
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rpc("_set_info", str(key), value, peer) |
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# When connectivity is not yet guaranteed, the only one we know is always |
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# connected to everyone is the server. So in initial handshakes, it's better to |
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# tell the server what to tell everyone to do |
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func set_info_from_server(key, value, peer=0): |
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if not peer: |
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peer = get_tree().get_network_unique_id() |
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rpc_id(1, "set_info", key, value, peer) |
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func _on_connect(): |
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register_player(get_tree().get_network_unique_id()) |
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_register_player(get_tree().get_network_unique_id()) |
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emit_signal("info_updated") |
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func _check_info(): |
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@ -124,11 +139,17 @@ func _check_info(): |
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# Only have 1 person check this, might as well be server |
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if get_tree().is_network_server(): |
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var ready = true |
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var all_done = true |
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for p in players: |
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if not players[p].has("spectating") or not players[p].spectating: |
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if not players[p].has("ready") or not players[p].ready: |
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ready = false |
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if ready: |
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if not players[p].has("begun") or not players[p].begun: |
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all_done = false |
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if all_done: |
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rpc("_post_configure_game") |
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elif ready: |
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# If we're all done, then we don't need to even check a start_game |
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start_game() |
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sync func _spawn_player(p): |
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@ -173,20 +194,9 @@ sync func _pre_configure_game(level): |
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# So we only change it once, only start_game twice, and avoida segfault |
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if not self_begun: |
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set_info("begun", true) |
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rpc_id(1, "_done_preconfiguring", self_peer_id) |
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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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print("done") |
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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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# TODO: What do? Maybe, unpause game? |
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pass |
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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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