extends Node onready var matchmaking = preload("res://scripts/matchmaking.gd").new() 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) # get_tree().connect("network_peer_connected", self, "connect_player") get_tree().connect("network_peer_disconnected", self, "disconnect_player") get_tree().connect("connected_to_server", self, "_on_connect") # func connect_global_server(): TODO # ip = global_server_ip # _client_init() func start_client(ip, port): # collect_info() TODO var peer = NetworkedMultiplayerENet.new() print("Connecting to " + ip + ":" + str(port)) peer.create_client(ip, port) get_tree().set_network_peer(peer) # get_node("CustomGame/Client").set_text("Clienting!") TODO # 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 _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 _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(level): 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 _register_player(new_peer, info): players[new_peer] = info # render_player_list() TODO if (get_tree().is_network_server()): var right_team_count = 0 # Send current players' info to new player for old_peer in players: # Send new player, old player's info 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 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) 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: 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 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") sync func _unregister_player(peer): players.erase(peer) get_node("/root/Level/Players/%d" % peer).queue_free() 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 = players[p] get_node("/root/Level/Players").call_deferred("add_child", player) sync func _pre_configure_game(level): begun = true my_info.level = level # Remember the level for future player registration var self_peer_id = get_tree().get_network_unique_id() # Remove the interface so as to not fuck with things # But we still need the lobby alive to deal with networking! for element in get_node("/root/Lobby").get_children(): element.queue_free() 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: players[p].level = level _spawn_player(p) rpc_id(1, "done_preconfiguring", self_peer_id) 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) sync func reset_state(): players_done = [] get_node("/root/Level").queue_free()