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Properly networking `players`, render player list

master
Luna 7 years ago
parent
commit
6524455822
3 changed files with 73 additions and 55 deletions
  1. +11
    -0
      scripts/hero_select.gd
  2. +23
    -40
      scripts/lobby.gd
  3. +39
    -15
      scripts/networking.gd

+ 11
- 0
scripts/hero_select.gd View File

@ -22,3 +22,14 @@ func _ready():
for hero_index in range(hero_names.size()):
add_item(hero_names[hero_index], hero_index)
connect("item_selected", self, "set_hero")
func set_hero(hero):
networking.set_info("hero", hero)
func random_hero():
var hero = randi() % hero_names.size()
select(hero)
set_hero(hero)
return hero

+ 23
- 40
scripts/lobby.gd View File

@ -2,6 +2,8 @@ extends Control
var port = null # Defined by command-line argument with default
onready var hero_select = get_node("HeroSelect/Hero")
func _ready():
if get_tree().is_network_server():
get_node("LevelSelect").show()
@ -15,23 +17,17 @@ func _ready():
get_node("Spectating").connect("toggled", networking, "set_spectating") # TODO
# get_node("CustomGame/LevelSelect").connect("item_selected", self, "select_level") TODO
# _send_name()
# hero_select.set_hero(0)
func _collect_info():
var my_id = get_tree().get_network_unique_id()
var my_info = networking.players[my_id]
if not "username" in my_info:
my_info.username = get_node("Username").get_text()
if not "hero" in my_info:
my_info.hero = get_node("HeroSelect/Hero").get_selected_id()
if not "is_right_team" in my_info:
my_info.is_right_team = false # Server assigns team, wait for that
networking.connect("info_updated", self, "render_player_list")
get_tree().connect("connected_to_server", self, "_send_settings")
if get_tree().is_network_server():
_send_settings()
func select_hero(hero):
var description = get_node("HeroSelect").hero_text[hero]
get_node("HeroDescription").set_text(description)
var my_id = get_tree().get_network_unique_id()
networking.players[my_id].hero = hero
rpc("set_hero", get_tree().get_network_unique_id(), hero)
func _send_settings():
print("sending")
_send_name()
hero_select.random_hero()
sync func set_hero(peer, hero):
networking.players[peer].hero = hero
@ -39,34 +35,21 @@ sync func set_hero(peer, hero):
func _send_name():
var name = get_node("Username").text
rpc("_set_name", get_tree().get_network_unique_id(), name)
sync func _set_name(peer, name):
networking.players[peer].username = name
render_player_list()
networking.set_info("username", name)
func render_player_list():
if has_node("PlayerSettings"):
var list = ""
var hero_names = get_node("HeroSelect").hero_names
for p in networking.players:
list += "%-15s" % networking.players[p].username
list += "%-20s" % hero_names[networking.players[p].hero]
if networking.players[p].is_right_team:
list += "Right Team"
else:
list += "Left Team"
list += "\n"
get_node("JoinedGameLobby/PlayerList").set_text(list)
sync func assign_team(peer, is_right_team):
networking.players[peer].is_right_team = is_right_team
if peer == get_tree().get_network_unique_id():
if is_right_team:
get_node("Team").set_text("Right Team")
print(JSON.print(networking.players))
var list = ""
var hero_names = hero_select.hero_names
for p in networking.players:
list += "%-15s" % networking.players[p].username
list += "%-20s" % hero_names[networking.players[p].hero]
if networking.players[p].is_right_team:
list += "Right Team"
else:
get_node("Team").set_text("Left Team")
render_player_list()
list += "Left Team"
list += "\n"
get_node("PlayerList").set_text(list)
func _start_game():
_collect_info()


+ 39
- 15
scripts/networking.gd View File

@ -9,20 +9,18 @@ var is_connected = false # Technically this can be done with ENetcetera but it's
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 = {
"hero": 0,
"username": "Nickname",
}
var global_server_ip = "nv.cosinegaming.com"
var matchmaker_tcp
var right_team_next = false
signal info_updated
func _ready():
add_child(matchmaking)
get_tree().connect("network_peer_disconnected", self, "unregister_player")
get_tree().connect("network_peer_connected", self, "register_player")
# get_tree().connect("connected_to_server", self, "_on_connect")
get_tree().connect("connected_to_server", self, "_on_connect")
# func connect_global_server(): TODO
# ip = global_server_ip
@ -69,20 +67,27 @@ func start_server(port, server_playing=false):
start_game()
sync func start_game(level):
print(var2str(players))
rpc("_pre_configure_game", level)
func disconnect_player(id):
if get_tree().is_network_server():
rpc("unregister_player", id)
# call_deferred("render_player_list") TODO
# func _on_connect():
# rpc("_register_player", get_tree().get_network_unique_id(), my_info)
# if util.args.get_value("-start-game"):
# rpc_id(1, "start_game")
# is_connected = true TODO
# remote func _set_players(json):
# print(json)
# players = JSON.parse(json).result
# print("setted")
# print(JSON.print(players))
func send_all_info(new_peer):
for p in players:
if p != new_peer:
for key in players[p]:
var val = players[p][key]
set_info(key, val, p)
remote func register_player(new_peer):
var info = {}
info.is_right_team = right_team_next
@ -90,7 +95,9 @@ remote func register_player(new_peer):
players[new_peer] = info
if get_tree().is_network_server():
# I tell new player about all the existing people
rset_id(new_peer, "players", players)
send_all_info(new_peer)
# rset_id(new_peer, "players", players)
emit_signal("info_updated")
# render_player_list() TODO
# var right_team_count = 0
# Send current players' info to new player
@ -115,15 +122,32 @@ sync func unregister_player(peer):
players.erase(peer)
if begun:
get_node("/root/Level/Players/%d" % peer).queue_free()
emit_signal("info_updated")
func set_spectating(spectating):
var id = get_tree().get_network_unique_id()
if spectating:
if players[id]:
unregister_player(id)
rpc("unregister_player", id)
else:
if not players[id]:
register_player(id)
rpc("register_player", id)
sync func _set_info(key, value, peer=0):
if not peer:
peer = get_tree().get_rpc_sender_id()
if peer == 0:
# Was self. See https://github.com/godotengine/godot/issues/19026
peer = get_tree().get_network_unique_id()
players[peer][key] = value
emit_signal("info_updated")
func set_info(key, value, peer=0):
rpc("_set_info", str(key), value, peer)
func _on_connect():
emit_signal("info_updated")
register_player(get_tree().get_network_unique_id())
sync func _spawn_player(p):
var hero = 0
@ -138,7 +162,7 @@ sync func _spawn_player(p):
sync func _pre_configure_game(level):
level = 2 # TODO: Remove this!!
begun = true
my_info.level = level # Remember the level for future player registration
# my_info.level = level # Remember the level for future player registration
var self_peer_id = get_tree().get_network_unique_id()


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