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()
var players = []
# TODO: Should we abstract server so variables like this aren't cluttering everything up?
var players_done = []
var begun = false
# TODO: This needs to go. It carries nothing of value
# ALL server negotiation should happen before ANY data is investigated (in lobby)
var my_info = {}
func _ready():
add_child(matchmaking)
get_tree().connect("network_peer_connected", self, "_player_connected")
get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
get_tree().connect("connected_to_server", self, "_connected_ok")
# func connect_global_server(): TODO
# ip = global_server_ip
# _client_init()
func start_client(ip, port):
# collect_info() TODO
var peer = NetworkedMultiplayerENet.new()
print("Connecting to " + ip + ":" + str(port))
peer.create_client(ip, port)
get_tree().set_network_peer(peer)
# get_node("CustomGame/Client").set_text("Clienting!") TODO
# 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):
# collect_info() TODO
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)
# is_connected = true TODO
# get_node("CustomGame/Server").set_text("Serving!")
# get_node("JoinedGameLobby").show()
# if server_playing:
# players[1] = my_info
# if "start_game" in my_info and my_info.start_game: TODO
# start_game()
# sync func start_game(): TODO
# my_info.level = get_node("CustomGame/LevelSelect").get_selected_id() TODO
# rpc("_pre_configure_game", my_info.level)
func disconnect_player(id):
if get_tree().is_network_server():
rpc("unregister_player", id)
# call_deferred("render_player_list") TODO
func connect_player():
rpc("_register_player", get_tree().get_network_unique_id(), {})
if util.args.get_value("-start-game"):
rpc_id(1, "start_game")
# is_connected = true TODO
remote func _register_player(new_peer, info):
players[new_peer] = info
render_player_list()
if (get_tree().is_network_server()):
var right_team_count = 0
# Send current players' info to new player
for old_peer in players:
# Send new player, old player's info
rpc_id(new_peer, "_register_player", old_peer, players[old_peer])
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
# You'd think this part could be met with a simple `rpc(`, but actually it can't
# My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO)
if old_peer != 1:
# Send old player, new player's info (not us, no infinite loop)
rpc_id(old_peer, "_register_player", new_peer, info)
if begun:
rpc_id(old_peer, "_spawn_player", new_peer)
rpc_id(old_peer, "_begin_player_deferred", new_peer) # Spawning is deferred
# if not server_playing: TODO
# # We didn't catch this in players
# rpc_id(1, "_spawn_player", new_peer)
# rpc_id(1, "_begin_player_deferred", new_peer) # Spawning is deferred
var assign_right_team = right_team_count * 2 < players.size()
rpc("assign_team", new_peer, assign_right_team)
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)
get_node("/root/Level/Players/%d" % peer).queue_free()
sync func _spawn_player(p):
var 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.players = 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()
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()