extends "res://scripts/args.gd" # class member variables go here, for example: # var a = 2 # var b = "textvar" var port = null # Defined by command-line argument with default var player_info = {} var my_info = {} var begun = false var server_playing = true var global_server_ip = "nv.cosinegaming.com" var ip = null var players_done = [] var is_connected = false # Technically this can be done with ENetcetera but it's easier this way onready var matchmaking = preload("res://scripts/matchmaking.gd").new() var matchmaker_tcp func setup_options(): var opts = Options.new() opts.set_banner(('A non-violent MOBA inspired by Overwatch and Zineth')) opts.add('-singleplayer', false, 'Whether to run singeplayer, starting immediately') opts.add('-server', false, 'Whether to run as server') opts.add('-matchmaker', false, 'Whether to be the sole matchmaker') opts.add('-client', false, 'Immediately connect as client') opts.add('-silent', false, 'If the server is not playing, merely serving') opts.add('-port', 54672, 'The port to run a server on or connect to') opts.add('-hero', 'r', 'Your choice of hero (index)') opts.add('-level', 'r', 'Your choice of level (index) - server only!') opts.add('-start-game', false, 'Join as a client and immediately start the game') opts.add('-ai', true, 'Run this client as AI') opts.add('-no-record', true, "Don't record this play for AI later") opts.add('-h', false, "Print help") return opts func option_sel(button_name, option): var button = get_node(button_name) if option == "r": option = randi() % button.get_item_count() else: option = int(option) button.select(option) func _ready(): add_child(matchmaking) my_info.version = [0,0,0] # Semantic versioning: [0].[1].[2] randomize() parse_args() get_node("GameBrowser/Play").connect("pressed", self, "connect_global_server") get_node("PlayerSettings/HeroSelect").connect("item_selected", self, "select_hero") get_node("PlayerSettings/Username").connect("text_changed", self, "resend_name") get_node("JoinedGameLobby/StartGame").connect("pressed", self, "start_game") get_node("CustomGame/Server").connect("pressed", self, "_server_init") get_node("CustomGame/Client").connect("pressed", self, "_client_init") get_node("CustomGame/Singleplayer").connect("pressed", self, "_singleplayer_init") get_node("CustomGame/LevelSelect").connect("item_selected", self, "select_level") get_tree().connect("network_peer_connected", self, "_player_connected") get_tree().connect("network_peer_disconnected", self, "_player_disconnected") get_tree().connect("connected_to_server", self, "_connected_ok") func parse_args(): var o = setup_options() o.parse() if o.get_value("-silent"): server_playing = false # TODO: Uncaps :( if o.get_value("-hero"): var hero = o.get_value("-hero") option_sel("PlayerSettings/HeroSelect", hero) # For some reason, calling option_sel doesn't trigger the actual selection select_hero(get_node("PlayerSettings/HeroSelect").get_selected_id()) if o.get_value("-level"): option_sel("CustomGame/LevelSelect", o.get_value("-level")) if o.get_value("-server"): call_deferred("_server_init") if o.get_value("-matchmaker"): call_deferred("_matchmaker_init") if o.get_value("-client"): call_deferred("_client_init") if o.get_value("-port"): port = o.get_value("-port") if o.get_value("-start-game"): my_info.start_game = true if o.get_value("-singleplayer"): call_deferred("_singleplayer_init") if o.get_value("-ai"): my_info.is_ai = true if not o.get_value("-no-record") and not o.get_value("-ai"): my_info.record = true if o.get_value('-h'): o.print_help() quit() func connect_global_server(): ip = global_server_ip _client_init() slave func _client_init(given_port=null): collect_info() var peer = NetworkedMultiplayerENet.new() if not ip: ip = get_node("CustomGame/IP").get_text() ip = IP.resolve_hostname(ip) if given_port: port = given_port print("Connecting to " + ip + ":" + str(port)) peer.create_client(ip, port) get_tree().set_network_peer(peer) get_node("CustomGame/Client").set_text("Clienting!") func _singleplayer_init(): collect_info() var peer = NetworkedMultiplayerENet.new() peer.create_server(port, 1) get_tree().set_network_peer(peer) player_info[1] = my_info start_game() func _server_init(): collect_info() 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 var matchmaker_peer = StreamPeerTCP.new() matchmaker_peer.connect_to_host("127.0.0.1", matchmaking.SERVER_TO_SERVER_PORT) matchmaker_tcp = PacketPeerStream.new() matchmaker_tcp.set_stream_peer(matchmaker_peer) # matchmaker_tcp.put_packet([matchmaking.messages.ready_to_connect, port]) matchmaker_tcp.put_var(matchmaking.messages.ready_to_connect) matchmaker_tcp.put_var(port) is_connected = true get_node("CustomGame/Server").set_text("Serving!") get_node("JoinedGameLobby").show() if server_playing: player_info[1] = my_info if "start_game" in my_info and my_info.start_game: start_game() func _matchmaker_init(): matchmaking.run_matchmaker() func _player_connected(id): pass func _player_disconnected(id): if get_tree().is_network_server(): rpc("unregister_player", id) call_deferred("render_player_list") func _connected_ok(): rpc("register_player", get_tree().get_network_unique_id(), my_info) if "start_game" in my_info and my_info.start_game: rpc_id(1, "start_game") get_node("JoinedGameLobby").show() is_connected = true func collect_info(): if not "username" in my_info: my_info.username = get_node("PlayerSettings/Username").get_text() if not "hero" in my_info: my_info.hero = get_node("PlayerSettings/HeroSelect").get_selected_id() if not "is_right_team" in my_info: my_info.is_right_team = false # Server assigns team, wait for that remote func register_player(new_peer, info): player_info[new_peer] = info render_player_list() if (get_tree().is_network_server()): var right_team_count = 0 # Send current players' info to new player for old_peer in player_info: # Send new player, old player's info rpc_id(new_peer, "register_player", old_peer, player_info[old_peer]) if old_peer != new_peer: # We need to assign team later, so count current if player_info[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: # We didn't catch this in player_info 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 < player_info.size() rpc("assign_team", new_peer, assign_right_team) if not begun and player_info.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): player_info.erase(peer) get_node("/root/Level/Players/%d" % peer).queue_free() func select_hero(hero): var description = get_node("PlayerSettings/HeroSelect").hero_text[hero] get_node("PlayerSettings/HeroDescription").set_text(description) if is_connected: rpc("set_hero", get_tree().get_network_unique_id(), hero) sync func set_hero(peer, hero): player_info[peer].hero = hero render_player_list() func resend_name(): if is_connected: var name = get_node("PlayerSettings/Username").get_text() rpc("set_name", get_tree().get_network_unique_id(), name) sync func set_name(peer, name): player_info[peer].username = name render_player_list() sync func assign_team(peer, is_right_team): player_info[peer].is_right_team = is_right_team if peer == get_tree().get_network_unique_id(): if is_right_team: get_node("PlayerSettings/Team").set_text("Right Team") else: get_node("PlayerSettings/Team").set_text("Left Team") render_player_list() func render_player_list(): if has_node("PlayerSettings"): var list = "" var hero_names = get_node("PlayerSettings/HeroSelect").hero_names for p in player_info: list += "%-15s" % player_info[p].username list += "%-20s" % hero_names[player_info[p].hero] if player_info[p].is_right_team: list += "Right Team" else: list += "Left Team" list += "\n" get_node("JoinedGameLobby/PlayerList").set_text(list) sync func start_game(): my_info.level = get_node("CustomGame/LevelSelect").get_selected_id() rpc("pre_configure_game", my_info.level) sync func done_preconfiguring(who): players_done.append(who) if players_done.size() == player_info.size(): # We call deferred in case singleplayer has placing the player in queue still call_deferred("rpc", "post_configure_game") sync func spawn_player(p): var hero = player_info[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 = player_info[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 player_info: player_info[p].level = level spawn_player(p) rpc_id(1, "done_preconfiguring", self_peer_id) 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() sync func post_configure_game(): # Begin all players (including self) for p in player_info: begin_player_deferred(p)