extends Node onready var matchmaking = preload("res://scripts/matchmaking.gd").new() remote var players = {} var players_done = [] var global_server_ip = "nv.cosinegaming.com" var matchmaker_tcp var right_team_next = false var level 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") connect("info_updated", self, "_check_info") 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(port): # Reset previously known players players = {} start_client("", port) 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=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 _start_game(): rpc("_pre_configure_game", level) func start_game(): rpc_id(1, "_start_game") 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) 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") sync func _set_info(key, value, peer): if not players.has(peer): players[peer] = {} players[peer][key] = value emit_signal("info_updated") 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 _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 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 ready: 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) 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) # 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: print("setting my begun to true") set_info("begun", true) rpc_id(1, "_done_preconfiguring", self_peer_id) sync func _done_preconfiguring(who): players_done.append(who) if players_done.size() == players.size(): print("done") rpc("_post_configure_game") sync func _post_configure_game(): # Begin all players (including self) for p in players: if not players[p].spectating: _begin_player(p) func _begin_player(peer): util.get_player(peer).begin() sync func reset_state(): players_done = [] get_node("/root/Level").queue_free()