extends Node onready var matchmaking = preload("res://scripts/matchmaking.gd").new() remote var players = {} var players_done = [] # TODO: Should we abstract server so variables like this aren't cluttering everything up? var begun = false # ALL server negotiation should happen before ANY data is investigated (in lobby) 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") # func connect_global_server(): TODO # ip = global_server_ip # _client_init() func start_client(ip="", port=0): if not ip: ip = util.args.get_value("-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) # 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=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) if not util.args.get_value("-silent"): register_player(get_tree().get_network_unique_id()) if util.args.get_value("-start-game"): start_game() master func _start_game(): var level = players[1].level # TODO: Can we guarantee this will have level? 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] set_info(key, val, p) remote func register_player(new_peer): var info = {} info.is_right_team = right_team_next right_team_next = not right_team_next players[new_peer] = info if get_tree().is_network_server(): # I tell new player about all the existing people send_all_info(new_peer) emit_signal("info_updated") # var right_team_count = 0 # Send current players' info to new player # 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 # if begun: TODO this should belong to lobby? # rpc_id(old_peer, "_spawn_player", new_peer) # rpc_id(old_peer, "_begin_player_deferred", new_peer) # Spawning is deferred # var assign_right_team = right_team_count * 2 < players.size() # set_info("is_right_team", assign_right_team, new_peer) # 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) 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]: rpc("unregister_player", id) else: if not players[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 if players[p].has("hero"): # TODO: Rethink how we do this whole shenanigan 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() 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: 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()