extends Node
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# Public variables
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# ================
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onready var matchmaking = preload("res://scripts/matchmaking.gd").new()
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remote var players = {}
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var global_server_ip = "nv.cosinegaming.com"
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var matchmaker_tcp
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var level
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signal info_updated
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# Public methods
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# ==============
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func start_client(ip="", port=0):
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if not ip:
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ip = util.args.get_value("-ip")
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ip = IP.resolve_hostname(ip)
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if not port:
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port = util.args.get_value("-port")
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var peer = NetworkedMultiplayerENet.new()
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print("Connecting to " + ip + ":" + str(port))
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peer.create_client(ip, port)
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get_tree().set_network_peer(peer)
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get_tree().change_scene("res://scenes/lobby.tscn")
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remote func reconnect(ip, port):
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# Reset previously known players
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players = {}
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start_client(ip, port)
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func start_server(port=0):
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if not port:
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port = util.args.get_value("-port")
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var peer = NetworkedMultiplayerENet.new()
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print("Starting server on port " + str(port))
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peer.create_server(port, matchmaking.GAME_SIZE)
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get_tree().set_network_peer(peer)
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# As soon as we're listening, let the matchmaker know
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_connect_to_matchmaker(port)
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_register_player(get_tree().get_network_unique_id())
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if util.args.get_value("-silent"):
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set_info("spectating", true)
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get_tree().change_scene("res://scenes/lobby.tscn")
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master func set_info(key, value, peer=0):
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if not peer:
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peer = get_tree().get_network_unique_id()
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rpc("_set_info", str(key), value, peer)
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# When connectivity is not yet guaranteed, the only one we know is always
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# connected to everyone is the server. So in initial handshakes, it's better to
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# tell the server what to tell everyone to do
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func set_info_from_server(key, value, peer=0):
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if not peer:
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peer = get_tree().get_network_unique_id()
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rpc_id(1, "set_info", key, value, peer)
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func start_game():
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rpc_id(1, "_start_game")
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sync func reset_state():
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for p in players:
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players[p].begun = false
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# TODO: Do I in fact want to unready everyone automatically?
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players[p].ready = false
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get_node("/root/Level").queue_free()
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# Private methods
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# ===============
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func _ready():
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add_child(matchmaking)
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get_tree().connect("network_peer_disconnected", self, "_unregister_player")
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get_tree().connect("network_peer_connected", self, "_register_player")
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get_tree().connect("connected_to_server", self, "_on_connect")
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connect("info_updated", self, "_check_info")
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remote func _register_player(new_peer):
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if get_tree().is_network_server():
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# I tell new player about all the existing people
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_send_all_info(new_peer)
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set_info("is_right_team", _right_team_next(), new_peer)
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sync func _unregister_player(peer):
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players.erase(peer)
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var p = util.get_player(peer)
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if p:
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p.queue_free()
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emit_signal("info_updated")
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func _connect_to_matchmaker(game_port):
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var matchmaker_peer = StreamPeerTCP.new()
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matchmaker_peer.connect_to_host("127.0.0.1", matchmaking.SERVER_TO_SERVER_PORT)
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var matchmaker_tcp = PacketPeerStream.new()
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matchmaker_tcp.set_stream_peer(matchmaker_peer)
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matchmaker_tcp.put_var(matchmaking.messages.ready_to_connect)
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matchmaker_tcp.put_var(game_port)
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master func _start_game():
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rpc("_pre_configure_game", level)
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func _send_all_info(new_peer):
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for p in players:
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if p != new_peer:
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for key in players[p]:
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var val = players[p][key]
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# TODO: This broadcasts every connected peer,
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# which isn't really a problem but it's lazy
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set_info(key, val, p)
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func _right_team_next():
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var right_team_count = 0
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for p in players:
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var player = players[p]
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if player.has("is_right_team") and player.is_right_team:
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right_team_count += 1
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return (right_team_count <= players.size() / 2)
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sync func _set_info(key, value, peer):
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if not players.has(peer):
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players[peer] = {}
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players[peer][key] = value
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emit_signal("info_updated")
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func _on_connect():
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_register_player(get_tree().get_network_unique_id())
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emit_signal("info_updated")
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func _check_info():
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# Check for "everyone is ready"
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# Only have 1 person check this, might as well be server
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if get_tree().is_network_server():
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var ready = true
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var all_done = true
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for p in players:
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if not players[p].has("spectating") or not players[p].spectating:
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if not players[p].has("ready") or not players[p].ready:
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ready = false
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if not players[p].has("begun") or not players[p].begun:
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all_done = false
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if all_done:
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rpc("_post_configure_game")
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elif ready:
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# If we're all done, then we don't need to even check a start_game
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start_game()
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sync func _spawn_player(p):
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var hero = 0
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if players[p].has("hero"):
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hero = players[p].hero
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var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
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player.set_name(str(p))
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player.set_network_master(p)
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player.player_info = players[p]
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get_node("/root/Level/Players").add_child(player)
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func _begin_player(p):
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var player = util.get_player(p)
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player.begin()
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sync func _pre_configure_game(level):
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var self_peer_id = get_tree().get_network_unique_id()
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var self_begun = players[self_peer_id].begun
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if not self_begun:
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get_node("/root/Lobby").hide()
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var world = load("res://scenes/levels/%d.tscn" % level).instance()
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get_node("/root").add_child(world)
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# Load all players (including self)
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for p in players:
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if not players[p].spectating:
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var existing_player = util.get_player(p)
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if not self_begun or not existing_player:
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_spawn_player(p)
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for p in players:
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if not players[p].spectating:
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# Begin requires all players
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_begin_player(p)
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# Why do we check first? Weird error. It's because set_info triggers a
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# start_game if everyone is ready
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# This causes a stack overflow if we call it from here repeatedly
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# So we only change it once, only start_game twice, and avoida segfault
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if not self_begun:
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set_info("begun", true)
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sync func _post_configure_game():
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# Begin all players (including self)
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# TODO: What do? Maybe, unpause game?
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pass
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