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