extends Node # Public variables # ================ onready var matchmaking = preload("res://scripts/matchmaking.gd").new() remote var players = {} var global_server_ip = "nv.cosinegaming.com" var matchmaker_tcp var level signal info_updated # Public methods # ============== func start_client(ip="", port=0): if not ip: ip = util.args.get_value("-ip") ip = IP.resolve_hostname(ip) if not port: port = util.args.get_value("-port") var peer = NetworkedMultiplayerENet.new() print("Connecting to " + ip + ":" + str(port)) peer.create_client(ip, port) get_tree().set_network_peer(peer) get_tree().change_scene("res://scenes/lobby.tscn") remote func reconnect(ip, port): # Reset previously known players players = {} start_client(ip, port) func start_server(port=0): if not port: port = util.args.get_value("-port") 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 _connect_to_matchmaker(port) _register_player(get_tree().get_network_unique_id()) if util.args.get_value("-silent"): set_info("spectating", true) get_tree().change_scene("res://scenes/lobby.tscn") master func set_info(key, value, peer=0): if not peer: peer = get_tree().get_network_unique_id() rpc("_set_info", str(key), value, peer) # When connectivity is not yet guaranteed, the only one we know is always # connected to everyone is the server. So in initial handshakes, it's better to # tell the server what to tell everyone to do func set_info_from_server(key, value, peer=0): if not peer: peer = get_tree().get_network_unique_id() rpc_id(1, "set_info", key, value, peer) func start_game(): rpc_id(1, "_start_game") sync func reset_state(): for p in players: players[p].begun = false # TODO: Do I in fact want to unready everyone automatically? players[p].ready = false get_node("/root/Level").queue_free() # Private methods # =============== 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") connect("info_updated", self, "_check_info") remote func _register_player(new_peer): if get_tree().is_network_server(): # I tell new player about all the existing people _send_all_info(new_peer) set_info("is_right_team", _right_team_next(), new_peer) sync func _unregister_player(peer): players.erase(peer) var p = util.get_player(peer) if p: p.queue_free() emit_signal("info_updated") 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) master func _start_game(): rpc("_pre_configure_game", level) func _send_all_info(new_peer): for p in players: if p != new_peer: for key in players[p]: var val = players[p][key] # TODO: This broadcasts every connected peer, # which isn't really a problem but it's lazy set_info(key, val, p) func _right_team_next(): var right_team_count = 0 for p in players: var player = players[p] if player.has("is_right_team") and player.is_right_team: right_team_count += 1 return (right_team_count <= players.size() / 2) sync func _set_info(key, value, peer): if not players.has(peer): players[peer] = {} players[peer][key] = value emit_signal("info_updated") func _on_connect(): _register_player(get_tree().get_network_unique_id()) emit_signal("info_updated") func _check_info(): # Check for "everyone is ready" # Only have 1 person check this, might as well be server if get_tree().is_network_server(): var ready = true var all_done = true for p in players: if not players[p].has("spectating") or not players[p].spectating: if not players[p].has("ready") or not players[p].ready: ready = false if not players[p].has("begun") or not players[p].begun: all_done = false if all_done: rpc("_post_configure_game") elif ready: # If we're all done, then we don't need to even check a start_game start_game() sync func _spawn_player(p): var hero = 0 if players[p].has("hero"): 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 = players[p] get_node("/root/Level/Players").add_child(player) func _begin_player(p): var player = util.get_player(p) player.begin() sync func _pre_configure_game(level): var self_peer_id = get_tree().get_network_unique_id() var self_begun = players[self_peer_id].begun if not self_begun: get_node("/root/Lobby").hide() var world = load("res://scenes/levels/%d.tscn" % level).instance() get_node("/root").add_child(world) # Load all players (including self) for p in players: if not players[p].spectating: var existing_player = util.get_player(p) if not self_begun or not existing_player: _spawn_player(p) for p in players: if not players[p].spectating: # Begin requires all players _begin_player(p) # Why do we check first? Weird error. It's because set_info triggers a # start_game if everyone is ready # This causes a stack overflow if we call it from here repeatedly # So we only change it once, only start_game twice, and avoida segfault if not self_begun: set_info("begun", true) sync func _post_configure_game(): # Begin all players (including self) # TODO: What do? Maybe, unpause game? pass