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extends Node
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func connect_global_server():
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ip = global_server_ip
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_client_init()
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slave func client_init(given_port=null):
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collect_info()
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var peer = NetworkedMultiplayerENet.new()
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if not ip:
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ip = get_node("CustomGame/IP").get_text()
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ip = IP.resolve_hostname(ip)
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if given_port:
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port = given_port
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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!")
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func singleplayer_init():
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collect_info()
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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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player_info[1] = my_info
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start_game()
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func server_init():
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collect_info()
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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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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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matchmaker_tcp = PacketPeerStream.new()
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matchmaker_tcp.set_stream_peer(matchmaker_peer)
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# matchmaker_tcp.put_packet([matchmaking.messages.ready_to_connect, port])
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matchmaker_tcp.put_var(matchmaking.messages.ready_to_connect)
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matchmaker_tcp.put_var(port)
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is_connected = true
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get_node("CustomGame/Server").set_text("Serving!")
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get_node("JoinedGameLobby").show()
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if server_playing:
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player_info[1] = my_info
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if "start_game" in my_info and my_info.start_game:
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start_game()
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func matchmaker_init():
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matchmaking.run_matchmaker()
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func player_disconnected(id):
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if get_tree().is_network_server():
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rpc("unregister_player", id)
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call_deferred("render_player_list")
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func player_connected():
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rpc("register_player", get_tree().get_network_unique_id(), my_info)
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if "start_game" in my_info and my_info.start_game:
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rpc_id(1, "start_game")
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get_node("JoinedGameLobby").show()
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is_connected = true
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remote func register_player(new_peer, info):
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player_info[new_peer] = info
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render_player_list()
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if (get_tree().is_network_server()):
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var right_team_count = 0
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# Send current players' info to new player
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for old_peer in player_info:
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# Send new player, old player's info
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rpc_id(new_peer, "register_player", old_peer, player_info[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 player_info[old_peer].is_right_team:
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right_team_count += 1
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# You'd think this part could be met with a simple `rpc(`, but actually it can't
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# My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO)
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if old_peer != 1:
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# Send old player, new player's info (not us, no infinite loop)
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rpc_id(old_peer, "register_player", new_peer, info)
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if begun:
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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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if not server_playing:
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# We didn't catch this in player_info
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rpc_id(1, "spawn_player", new_peer)
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rpc_id(1, "begin_player_deferred", new_peer) # Spawning is deferred
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var assign_right_team = right_team_count * 2 < player_info.size()
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rpc("assign_team", new_peer, assign_right_team)
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if not begun and player_info.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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player_info.erase(peer)
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get_node("/root/Level/Players/%d" % peer).queue_free()
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sync func assign_team(peer, is_right_team):
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player_info[peer].is_right_team = is_right_team
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if peer == get_tree().get_network_unique_id():
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if is_right_team:
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get_node("PlayerSettings/Team").set_text("Right Team")
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else:
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get_node("PlayerSettings/Team").set_text("Left Team")
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render_player_list()
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sync func start_game():
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my_info.level = get_node("CustomGame/LevelSelect").get_selected_id()
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rpc("pre_configure_game", my_info.level)
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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() == player_info.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 spawn_player(p):
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var hero = player_info[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 = player_info[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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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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# Load all players (including self)
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for p in player_info:
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player_info[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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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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sync func post_configure_game():
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# Begin all players (including self)
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for p in player_info:
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begin_player_deferred(p)
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