A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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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