mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-21 13:16:49 +01:00
220 lines
6.5 KiB
GDScript
220 lines
6.5 KiB
GDScript
extends Node
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# Copyright (c) 2019 Péter Magyar
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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export (int) var port : int = 23223
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signal cplayer_master_created(player_master)
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signal cplayer_master_destroyed(player_master)
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signal splayer_master_created(player_master)
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signal splayer_master_destroyed(player_master)
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var splayers_dict : Dictionary = {}
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var splayers_array : Array = []
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var cplayers_dict : Dictionary = {}
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var cplayers_array : Array = []
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var _sseed : int
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var _cseed : int
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var local_player_master : PlayerMaster = PlayerMaster.new()
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func _ready() -> void:
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#Temporary! REMOVE!
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get_multiplayer().allow_object_decoding = true
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get_tree().connect("network_peer_connected", self, "_network_peer_connected")
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get_tree().connect("network_peer_disconnected", self, "_network_peer_disconnected")
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get_tree().connect("connected_to_server", self, "_connected_to_server")
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get_tree().connect("connection_failed", self, "_connection_failed")
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get_tree().connect("server_disconnected", self, "_server_disconnected")
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func start_hosting(p_port : int = 0) -> int:
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if p_port == 0:
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p_port = port
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var peer : NetworkedMultiplayerENet = NetworkedMultiplayerENet.new()
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var err : int = peer.create_server(p_port, 32)
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get_tree().set_network_peer(peer)
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_connected_to_server()
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return err
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func start_hosting_websocket(p_port : int = 0) -> int:
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if p_port == 0:
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p_port = port
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var peer : WebSocketServer = WebSocketServer.new()
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var err : int = peer.listen(p_port, [], true)
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get_tree().set_network_peer(peer)
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_connected_to_server()
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return err
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func connect_to_server(address : String = "127.0.0.1", p_port : int = 0) -> int:
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if p_port == 0:
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p_port = port
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var peer = NetworkedMultiplayerENet.new()
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var err : int = peer.create_client(address, p_port)
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get_tree().set_network_peer(peer)
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return err
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func connect_to_server_websocket(address : String = "127.0.0.1", p_port : int = 0) -> int:
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if p_port == 0:
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p_port = port
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var peer = WebSocketClient.new()
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var err : int = peer.connect_to_url(address + ":" + str(p_port), [], true)
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get_tree().set_network_peer(peer)
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return err
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func _network_peer_connected(id : int) -> void:
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Logger.verbose("NetworkManager peer connected " + str(id))
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# for p in splayers_array:
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# rpc_id(id, "cspawn_player", p.my_info, p.sid, p.player.translation)
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var pm : PlayerMaster = PlayerMaster.new()
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pm.sid = id
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splayers_array.append(pm)
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splayers_dict[id] = pm
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emit_signal("splayer_master_created", pm)
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rpc_id(id, "cset_seed", _sseed)
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func _network_peer_disconnected(id : int) -> void:
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Logger.verbose("NetworkManager peer disconnected " + str(id))
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var player : PlayerMaster = splayers_dict[id]
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splayers_dict.erase(id)
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for pi in range(len(splayers_array)):
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if (splayers_array[pi] as PlayerMaster) == player:
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splayers_array.remove(pi)
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break
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if player:
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emit_signal("splayer_master_destroyed", player)
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func _connected_to_server() -> void:
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Logger.verbose("NetworkManager _connected_to_server")
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var pm : PlayerMaster = PlayerMaster.new()
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pm.sid = get_tree().get_network_unique_id()
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local_player_master = pm
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emit_signal("cplayer_master_created", pm)
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func _server_disconnected() -> void:
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Logger.verbose("_server_disconnected")
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# Server kicked us; show error and abort.
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for player in get_children():
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emit_signal("NetworkManager cplayer_master_destroyed", player)
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player.queue_free()
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func _connection_failed() -> void:
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Logger.verbose("NetworkManager _connection_failed")
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pass # Could not even connect to server; abort.
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func sset_seed(pseed):
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_sseed = pseed
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if multiplayer.has_network_peer() and multiplayer.is_network_server():
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rpc("cset_seed", _sseed)
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remote func cset_seed(pseed):
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_cseed = pseed
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print("clientseed set")
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func set_class():
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Logger.verbose("set_class")
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if not get_tree().is_network_server():
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rpc_id(1, "crequest_select_class", local_player_master.my_info)
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else:
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crequest_select_class(local_player_master.my_info)
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remote func crequest_select_class(info : Dictionary) -> void:
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Logger.verbose("NetworkManager crequest_select_class")
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if get_tree().is_network_server():
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var sid : int = get_tree().multiplayer.get_rpc_sender_id()
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if sid == 0:
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sid = 1
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rpc("cspawn_player", info, sid, Vector3(10, 10, 10))
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remotesync func cspawn_player(info : Dictionary, sid : int, pos : Vector3):
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Logger.verbose("NetworkManager cspawn_player")
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if sid == get_tree().get_network_unique_id():
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local_player_master.player = Entities.spawn_player(info["selected_class"] as int, pos, info["name"] as String, str(sid), sid)
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call_deferred("set_terrarin_player")
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if get_tree().is_network_server() and not splayers_dict.has(sid):
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splayers_dict[sid] = local_player_master
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splayers_array.append(local_player_master)
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else:
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var pm : PlayerMaster = PlayerMaster.new()
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pm.sid = sid
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pm.player = Entities.spawn_networked_player(info["selected_class"] as int, pos, info["name"] as String, str(sid), sid)
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if get_tree().is_network_server() and not splayers_dict.has(sid):
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splayers_dict[sid] = pm
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splayers_array.append(pm)
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cplayers_dict[sid] = pm
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cplayers_array.append(pm)
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func upload_character(data : String) -> void:
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rpc_id(1, "sreceive_upload_character", data)
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master func sreceive_upload_character(data: String) -> void:
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Entities.spawn_networked_player_from_data(data, Vector3(0, 10, 0), multiplayer.get_rpc_sender_id())
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func set_terrarin_player():
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Logger.verbose("NetworkManager cspawn_player")
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var terrarin : VoxelWorld = get_node("/root/GameScene/VoxelWorld")
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terrarin.set_player(local_player_master.player as Spatial)
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