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extends Node
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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 players_done = []
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var is_connected = false # Technically this can be done with ENetcetera but it's easier this way
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# TODO: Should we abstract server so variables like this aren't cluttering everything up?
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var begun = false
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# TODO: This needs to go. It carries nothing of value
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# ALL server negotiation should happen before ANY data is investigated (in lobby)
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var global_server_ip = "nv.cosinegaming.com"
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var matchmaker_tcp
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var right_team_next = false
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signal info_updated
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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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# func connect_global_server(): TODO
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# ip = global_server_ip
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# _client_init()
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func start_client(ip="", port=0):
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# collect_info() TODO
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if not ip:
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ip = util.args.get_value("-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_node("CustomGame/Client").set_text("Clienting!") TODO
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# func singleplayer_init(): TODO
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# # collect_info() TODO
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# var peer = NetworkedMultiplayerENet.new()
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# peer.create_server(port, 1)
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# get_tree().set_network_peer(peer)
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# players[1] = my_info
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# start_game()
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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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func start_server(port=0):
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# collect_info() TODO
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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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if not util.args.get_value("-silent"):
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register_player(get_tree().get_network_unique_id())
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# is_connected = true TODO
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# get_node("CustomGame/Server").set_text("Serving!")
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# get_node("JoinedGameLobby").show()
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if util.args.get_value("-start-game"):
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start_game()
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sync func start_game(level):
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rpc("_pre_configure_game", level)
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# func _on_connect():
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# rpc("_register_player", get_tree().get_network_unique_id(), my_info)
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# if util.args.get_value("-start-game"):
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# rpc_id(1, "start_game")
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# is_connected = true TODO
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# remote func _set_players(json):
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# print(json)
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# players = JSON.parse(json).result
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# print("setted")
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# print(JSON.print(players))
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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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set_info(key, val, p)
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remote func register_player(new_peer):
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var info = {}
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info.is_right_team = right_team_next
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right_team_next = not right_team_next
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players[new_peer] = info
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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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# rset_id(new_peer, "players", players)
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emit_signal("info_updated")
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# render_player_list() TODO
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# var right_team_count = 0
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# Send current players' info to new player
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# Send new player, old player's info
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# rpc_id(new_peer, "_register_player", old_peer, players[old_peer])
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# if old_peer != new_peer:
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# # We need to assign team later, so count current
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# if players[old_peer].is_right_team:
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# right_team_count += 1
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# if begun: TODO this should belong to lobby
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# rpc_id(old_peer, "_spawn_player", new_peer)
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# rpc_id(old_peer, "_begin_player_deferred", new_peer) # Spawning is deferred
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# var assign_right_team = right_team_count * 2 < players.size()
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# rpc("assign_team", new_peer, assign_right_team)
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# if not begun and players.size() == matchmaking.GAME_SIZE:
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# start_game()
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# if begun:
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# rpc_id(new_peer, "_pre_configure_game", my_info.level)
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# rpc_id(new_peer, "_post_configure_game")
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sync func unregister_player(peer):
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players.erase(peer)
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if begun:
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get_node("/root/Level/Players/%d" % peer).queue_free()
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emit_signal("info_updated")
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func set_spectating(spectating):
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var id = get_tree().get_network_unique_id()
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if spectating:
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if players[id]:
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rpc("unregister_player", id)
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else:
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if not players[id]:
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rpc("register_player", id)
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sync func _set_info(key, value, peer=0):
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if not peer:
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peer = get_tree().get_rpc_sender_id()
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if peer == 0:
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# Was self. See https://github.com/godotengine/godot/issues/19026
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peer = get_tree().get_network_unique_id()
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players[peer][key] = value
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emit_signal("info_updated")
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func set_info(key, value, peer=0):
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rpc("_set_info", str(key), value, peer)
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func _on_connect():
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emit_signal("info_updated")
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register_player(get_tree().get_network_unique_id())
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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"): # TODO: Rethink how we do this whole shenanigan
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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").call_deferred("add_child", player)
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sync func _pre_configure_game(level):
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level = 2 # TODO: Remove this!!
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begun = true
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# my_info.level = level # Remember the level for future player registration
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var self_peer_id = get_tree().get_network_unique_id()
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# Remove the interface so as to not fuck with things
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# But we still need the lobby alive to deal with networking!
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for element in get_node("/root/Lobby").get_children():
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element.queue_free()
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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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print("added level!")
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# Load all players (including self)
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for p in players:
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players[p].level = level
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_spawn_player(p)
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rpc_id(1, "done_preconfiguring", self_peer_id)
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sync func _done_preconfiguring(who):
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players_done.append(who)
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if players_done.size() == players.size():
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# We call deferred in case singleplayer has placing the player in queue still
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call_deferred("rpc", "post_configure_game")
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sync func _post_configure_game():
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# Begin all players (including self)
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for p in players:
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_begin_player_deferred(p)
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func _begin_player(peer):
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get_node("/root/Level/Players/%d" % peer).begin()
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remote func _begin_player_deferred(peer):
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call_deferred("_begin_player", peer)
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sync func reset_state():
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players_done = []
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get_node("/root/Level").queue_free()
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