possible ai slop fix

This commit is contained in:
2025-08-07 21:17:56 -05:00
parent 492659bcb8
commit df031b8784

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@@ -2,19 +2,18 @@ extends Node
@onready var player_scene: PackedScene = preload("res://player/Player.tscn") @onready var player_scene: PackedScene = preload("res://player/Player.tscn")
var is_owned: bool = false # -- Game State Variables --
var steam_app_id: int = 480 var players: Dictionary = {} # Key: peer_id, Value: player_node
var peer_to_steam_id_map: Dictionary = {} # Key: peer_id, Value: steam_id
# -- Steam Variables --
var steam_id: int = 0 var steam_id: int = 0
var steam_username: String = "" var steam_username: String = ""
var lobby_id: int = 0
var lobby_id = 0
var lobby_max_members = 4
var lobby_members: Array = []
var peer_to_steam_id_map: Dictionary = {}
var players: Dictionary = {}
var steam_initialized: bool = false var steam_initialized: bool = false
var steam_app_id: int = 480 # Spacewar App ID for testing
# -- Godot Variables --
var peer: SteamMultiplayerPeer var peer: SteamMultiplayerPeer
@@ -30,187 +29,167 @@ func _ready() -> void:
# Connect Steam lobby signals # Connect Steam lobby signals
Steam.lobby_created.connect(_on_lobby_created) Steam.lobby_created.connect(_on_lobby_created)
Steam.lobby_joined.connect(_on_lobby_joined) Steam.lobby_joined.connect(_on_lobby_joined)
#Steam.lobby_match_list.connect(_on_lobby_match_list)
Steam.lobby_chat_update.connect(_on_lobby_chat_update) Steam.lobby_chat_update.connect(_on_lobby_chat_update)
Steam.lobby_data_update.connect(_on_lobby_data_update) Steam.p2p_session_request.connect(_on_p2p_session_request)
#Steam.join_requested.connect(_on_lobby_join_requested)
Steam.persona_state_change.connect(_on_persona_change)
# Setup multiplayer signals # Connect Godot multiplayer signals
multiplayer.peer_connected.connect(_on_peer_connected) multiplayer.peer_connected.connect(_on_peer_connected)
multiplayer.peer_disconnected.connect(_on_peer_disconnected) multiplayer.peer_disconnected.connect(_on_peer_disconnected)
multiplayer.connected_to_server.connect(_on_connected_to_server) multiplayer.connected_to_server.connect(_on_connected_to_server)
multiplayer.connection_failed.connect(_on_connection_failed) multiplayer.connection_failed.connect(_on_connection_failed)
multiplayer.server_disconnected.connect(_on_server_disconnected)
Steam.p2p_session_request.connect(_on_p2p_session_request)
check_command_line() check_command_line()
func _on_p2p_session_request(steam_id_remote: int) -> void:
print("[P2P] ==> Session request from: %s. Accepting." % steam_id_remote)
var accepted = Steam.acceptP2PSessionWithUser(steam_id_remote)
if not accepted:
print("[P2P] !!! Failed to accept P2P session with %s." % steam_id_remote)
func _process(delta): func _process(delta):
if not steam_initialized: if not steam_initialized:
return return
Steam.run_callbacks() Steam.run_callbacks()
if Input.is_action_just_pressed("interact"): # -----------------------------------------------------------------------------
log_multiplayer_info() # CORE LOGIC: STEP 1 - HOST CREATION
# -----------------------------------------------------------------------------
func check_command_line() -> void:
var args: Array = OS.get_cmdline_args()
if args.size() > 0:
if args[0] == "+connect_lobby":
if args.size() > 1 and int(args[1]) > 0:
print("Command line lobby ID: %s" % args[1])
join_lobby(int(args[1]))
func init_steam() -> bool:
var response: Dictionary = Steam.steamInitEx()
print("Steam init response: %s " % response)
if response['status'] > 0:
print("!!! Failed to init steam! Code: %s " % response)
return false
is_owned = Steam.isSubscribed()
steam_id = Steam.getSteamID()
steam_username = Steam.getPersonaName()
print("Steam initialized successfully for %s (ID: %s)." % [steam_username, steam_id])
if !is_owned:
print("!!! WARNING: Steam reports you do not own App ID %s." % steam_app_id)
# You might want to return false here in a real game
# return false
return true
func setup_multiplayer_peer(is_host: bool = false) -> void:
if multiplayer.multiplayer_peer and multiplayer.multiplayer_peer.get_connection_status() != MultiplayerPeer.CONNECTION_DISCONNECTED:
print("[Multiplayer] Peer already exists. Disconnecting old one.")
multiplayer.multiplayer_peer.close()
peer = SteamMultiplayerPeer.new()
if is_host:
print("[Multiplayer] Creating Host...")
var err = peer.create_host(0)
if err != OK:
print("[Multiplayer] !!! Failed to create host. Error: %s" % err)
return
multiplayer.multiplayer_peer = peer
print("[Multiplayer] Host created successfully. My Peer ID: %s" % multiplayer.get_unique_id())
else:
if lobby_id == 0:
print("[Multiplayer] !!! Cannot create client, not in a lobby.")
return
var host_id = Steam.getLobbyOwner(lobby_id)
print("[Multiplayer] Creating Client, attempting to connect to host: %s" % host_id)
var err = peer.create_client(host_id, 0)
if err != OK:
print("[Multiplayer] !!! Failed to create client. Error: %s" % err)
return
multiplayer.multiplayer_peer = peer
print("[Multiplayer] Client peer created. Waiting for connection...")
func create_lobby(): func create_lobby():
if lobby_id == 0: print("[HOST] 1. Attempting to create lobby...")
print("Creating lobby...") Steam.createLobby(Steam.LOBBY_TYPE_FRIENDS_ONLY, 4)
Steam.createLobby(Steam.LOBBY_TYPE_FRIENDS_ONLY, lobby_max_members)
func _on_lobby_created(connect: int, this_lobby_id: int): func _on_lobby_created(connect: int, this_lobby_id: int):
if connect == 1: if connect != 1:
print("[HOST] !!! Lobby creation failed.")
return
lobby_id = this_lobby_id lobby_id = this_lobby_id
print("Lobby created with id `%s`" % lobby_id) print("[HOST] 2. Lobby created successfully (ID: %s)." % lobby_id)
Steam.setLobbyJoinable(lobby_id, true) Steam.setLobbyJoinable(lobby_id, true)
Steam.setLobbyData(lobby_id, "name", steam_username + "'s Lobby") Steam.setLobbyData(lobby_id, "name", steam_username + "'s Lobby")
Steam.allowP2PPacketRelay(true)
setup_multiplayer_peer(true) setup_multiplayer_peer(true)
print("[HOST] 3. Multiplayer host started (My Peer ID is always 1).")
# Register self
peer_to_steam_id_map[1] = steam_id peer_to_steam_id_map[1] = steam_id
print("[HOST] 4. Host (Peer 1) registered in the ID map.")
# Spawn self
spawn_player.rpc(1) spawn_player.rpc(1)
else :
print("!!! Failed to create lobby.")
# -----------------------------------------------------------------------------
# CORE LOGIC: STEP 2 - CLIENT CONNECTION
# -----------------------------------------------------------------------------
func join_lobby(this_lobby_id: int): func join_lobby(this_lobby_id: int):
print("Attempting to join lobby: %s" % this_lobby_id) print("[CLIENT] 1. Attempting to join lobby (ID: %s)..." % this_lobby_id)
lobby_members.clear()
Steam.joinLobby(this_lobby_id) Steam.joinLobby(this_lobby_id)
func _on_lobby_joined(this_lobby_id: int, _p, _l, response: int):
if response != Steam.CHAT_ROOM_ENTER_RESPONSE_SUCCESS:
print("[CLIENT] !!! Failed to join lobby: %s" % get_join_fail_reason(response))
return
func _on_lobby_joined(this_lobby_id: int, permissions: int, locked: bool, response: int):
if response == Steam.CHAT_ROOM_ENTER_RESPONSE_SUCCESS:
lobby_id = this_lobby_id lobby_id = this_lobby_id
print("Successfully joined lobby: %s" % lobby_id) print("[CLIENT] 2. Successfully joined Steam lobby.")
get_lobby_members()
var lobby_owner_id = Steam.getLobbyOwner(lobby_id) # Only clients should attempt to connect via peer. The host is already a peer.
var am_i_owner = (lobby_owner_id == steam_id) if Steam.getLobbyOwner(lobby_id) != steam_id:
print("[CLIENT] 3. I am a client, creating multiplayer peer to connect to host.")
print("[Multiplayer] Lobby Owner: %s, My Steam ID: %s, Am I Owner?: %s" % [lobby_owner_id, steam_id, am_i_owner])
if not am_i_owner:
print("[Multiplayer] I am not the lobby owner, setting up as client...")
setup_multiplayer_peer(false) setup_multiplayer_peer(false)
# This signal fires on the CLIENT after setup_multiplayer_peer succeeds
func _on_connected_to_server():
print("[CLIENT] 4. Successfully connected to host's multiplayer peer.")
print("[CLIENT] 5. Sending my info to the server for registration...")
register_player_on_server.rpc_id(1, steam_id)
# -----------------------------------------------------------------------------
# CORE LOGIC: STEP 3 - SERVER REGISTRATION & SPAWNING
# -----------------------------------------------------------------------------
# This RPC is sent by a client and runs ONLY on the SERVER
@rpc("authority", "call_local")
func register_player_on_server(new_player_steam_id: int):
var new_player_peer_id = multiplayer.get_remote_sender_id()
print("[SERVER] 6. Received registration request from Peer %s." % new_player_peer_id)
# Add the new player to the map
peer_to_steam_id_map[new_player_peer_id] = new_player_steam_id
print("[SERVER] 7. Peer %s (Steam ID: %s) added to ID map." % [new_player_peer_id, new_player_steam_id])
# Tell the new client about all players already in the game
print("[SERVER] 8. Telling Peer %s about existing players..." % new_player_peer_id)
for existing_peer_id in players:
spawn_player.rpc_id(new_player_peer_id, existing_peer_id)
# Tell EVERYONE to spawn the new player
print("[SERVER] 9. Telling ALL peers to spawn the new player (Peer %s)." % new_player_peer_id)
spawn_player.rpc(new_player_peer_id)
# This RPC is sent by the SERVER and runs on ALL clients
@rpc("any_peer", "call_local")
func spawn_player(peer_id: int):
var steam_id_of_player = peer_to_steam_id_map.get(peer_id)
if steam_id_of_player == null:
print("!!! [%s] Cannot spawn player for Peer %s, not yet in map." % [multiplayer.get_unique_id(), peer_id])
return
if players.has(peer_id): # Prevents spawning a duplicate
return
var player_name = Steam.getFriendPersonaName(steam_id_of_player)
print("-> [%s] Spawning character for Peer %s (Name: %s)." % [multiplayer.get_unique_id(), peer_id, player_name])
var new_player = player_scene.instantiate()
new_player.name = str(peer_id)
players[peer_id] = new_player
add_child(new_player)
new_player.set_player_name(player_name)
if multiplayer.is_server():
new_player.set_multiplayer_authority(peer_id)
# -----------------------------------------------------------------------------
# UTILITY AND CALLBACKS
# -----------------------------------------------------------------------------
func _on_p2p_session_request(steam_id_remote: int) -> void:
print("[P2P] ==> Session request from: %s. Accepting." % steam_id_remote)
Steam.acceptP2PSessionWithUser(steam_id_remote)
func init_steam() -> bool:
var response: Dictionary = Steam.steamInitEx()
if response['status'] > 0:
print("!!! Failed to init steam! Code: %s " % response)
return false
steam_id = Steam.getSteamID()
steam_username = Steam.getPersonaName()
print("Steam initialized successfully for %s (ID: %s)." % [steam_username, steam_id])
return true
func setup_multiplayer_peer(is_host: bool = false) -> void:
if multiplayer.multiplayer_peer and multiplayer.multiplayer_peer.get_connection_status() != MultiplayerPeer.CONNECTION_DISCONNECTED:
multiplayer.multiplayer_peer.close()
peer = SteamMultiplayerPeer.new()
if is_host:
peer.create_host()
else: else:
print("[Multiplayer] I am the lobby owner, but multiplayer peer should already be set up as host.") var host_id = Steam.getLobbyOwner(lobby_id)
else: peer.create_client(host_id)
print("!!! Failed to join lobby. Reason: %s" % get_join_fail_reason(response))
multiplayer.multiplayer_peer = peer
func get_lobby_members() -> void: func _on_peer_connected(id: int):
lobby_members.clear() print("[INFO] Peer %s has established a multiplayer session." % id)
if lobby_id == 0: return
var num_members = Steam.getNumLobbyMembers(lobby_id) func _on_peer_disconnected(id: int):
print("--- Refreshing Lobby Members (%s) ---" % num_members) print("[INFO] Peer %s has disconnected." % id)
for i in range(num_members): if players.has(id):
var member_id = Steam.getLobbyMemberByIndex(lobby_id, i) players[id].queue_free()
var member_name = Steam.getFriendPersonaName(member_id) players.erase(id)
lobby_members.append({ if peer_to_steam_id_map.has(id):
"steam_id": member_id, peer_to_steam_id_map.erase(id)
"steam_name": member_name
})
print(" - %s (%s)" % [member_name, member_id])
print("---------------------------------")
func _on_lobby_data_update(lobby: int, user: int, success: int) -> void:
if success:
if lobby == user:
print("Lobby data for lobby %s has been updated." % lobby)
var lobby_name = Steam.getLobbyData(lobby, "name")
print(" > New lobby name: %s" % lobby_name)
else:
print("Data for member %s in lobby %s has been updated." % [user, lobby])
func _on_persona_change(steam_id_changed: int, flag: int) -> void:
# print("Persona state changed for %s. Refreshing lobby members." % steam_id_changed)
get_lobby_members()
func leave_lobby() -> void:
pass
func _on_connection_failed() -> void:
print("[CLIENT] !!! Connection to the host failed.")
func _on_lobby_chat_update(lobby_id_update: int, user_changed_id: int, user_making_change_id: int, chat_state: int): func _on_lobby_chat_update(lobby_id_update: int, user_changed_id: int, user_making_change_id: int, chat_state: int):
var state_string = "UNKNOWN" var state_string = "UNKNOWN"
@@ -218,130 +197,25 @@ func _on_lobby_chat_update(lobby_id_update: int, user_changed_id: int, user_maki
Steam.CHAT_MEMBER_STATE_CHANGE_ENTERED: state_string = "ENTERED" Steam.CHAT_MEMBER_STATE_CHANGE_ENTERED: state_string = "ENTERED"
Steam.CHAT_MEMBER_STATE_CHANGE_LEFT: state_string = "LEFT" Steam.CHAT_MEMBER_STATE_CHANGE_LEFT: state_string = "LEFT"
Steam.CHAT_MEMBER_STATE_CHANGE_DISCONNECTED: state_string = "DISCONNECTED" Steam.CHAT_MEMBER_STATE_CHANGE_DISCONNECTED: state_string = "DISCONNECTED"
Steam.CHAT_MEMBER_STATE_CHANGE_KICKED: state_string = "KICKED" print("[LOBBY INFO] User %s has %s the lobby." % [user_changed_id, state_string])
Steam.CHAT_MEMBER_STATE_CHANGE_BANNED: state_string = "BANNED"
print("[Lobby] Chat Update: User %s has %s." % [user_changed_id, state_string])
get_lobby_members()
@rpc("any_peer", "call_local")
func spawn_player(peer_id: int):
var steam_id_of_player = peer_to_steam_id_map.get(peer_id)
if steam_id_of_player == null:
print("!!! Cannot spawn player, peer %s not found in map." % peer_id)
return
print("Spawning player for peer: %s" % peer_id)
var player_name = Steam.getFriendPersonaName(steam_id_of_player)
var new_player = player_scene.instantiate() as Player
new_player.name = str(peer_id)
add_child(new_player)
players[peer_id] = new_player
new_player.set_player_name(player_name) # Call the simple RPC on the player node
new_player.position = Vector3(0,1,0)
# The server has the final say on who owns what
if multiplayer.is_server():
new_player.set_multiplayer_authority(peer_id)
@rpc("authority", "call_local")
func register_player(new_player_steam_id: int):
# This function only runs on the server
var new_player_peer_id = multiplayer.get_remote_sender_id()
print("Server: Registering peer %s with Steam ID %s" % [new_player_peer_id, new_player_steam_id])
# Add the new player to our map
peer_to_steam_id_map[new_player_peer_id] = new_player_steam_id
# Now, tell the new player about everyone who is already here
for peer_id in players:
spawn_player.rpc_id(new_player_peer_id, peer_id)
# Finally, tell EVERYONE to spawn the new player
spawn_player.rpc(new_player_peer_id)
func _on_peer_connected(id: int) -> void:
print("[Multiplayer] ✅ Peer connected: %s" % id)
for peerd_id in players:
spawn_player.rpc_id(id, peerd_id)
spawn_player.rpc(id)
get_lobby_members()
func _on_peer_disconnected(id: int) -> void:
print("[Multiplayer] ❌ Peer disconnected: %s" % id)
if players.has(id):
players[id].queue_free()
players.erase(id)
if peer_to_steam_id_map.has(id):
peer_to_steam_id_map.erase(id)
func _on_connected_to_server() -> void:
print("[Multiplayer] ✅ Successfully connected to the host.")
print("[Multiplayer] - My Peer ID is now: %s" % multiplayer.get_unique_id())
register_player.rpc_id(1, steam_id)
func _on_connection_failed() -> void:
print("[Multiplayer] ❌ Connection to the host failed.")
func _on_server_disconnected() -> void:
print("[Multiplayer] ❌ Disconnected from the host.")
func log_multiplayer_info():
print("\n--- DIAGNOSTIC INFO ---")
print("## Multiplayer Status:")
if multiplayer.multiplayer_peer:
print(" - Peer State: Active")
print(" - Connection Status: %s" % get_connection_status_string(multiplayer.multiplayer_peer.get_connection_status()))
print(" - Is Server?: %s" % multiplayer.is_server())
print(" - My Peer ID: %s" % multiplayer.get_unique_id())
print(" - Connected Peer IDs: %s" % multiplayer.get_peers())
else:
print(" - Peer State: Inactive (null)")
print("\n## Steam Lobby Info:")
print(" - In Lobby?: %s" % (lobby_id != 0))
print(" - Lobby ID: %s" % lobby_id)
if lobby_id != 0:
print(" - Lobby Owner Steam ID: %s" % Steam.getLobbyOwner(lobby_id))
print(" - My Steam ID: %s" % steam_id)
print(" - Lobby Members Array (%s):" % lobby_members.size())
for member in lobby_members:
print(" - %s (%s)" % [member.steam_name, member.steam_id])
print("-------------------------\n")
## ADDED: Helper function to get a human-readable string for connection status.
func get_connection_status_string(status: int) -> String:
match status:
MultiplayerPeer.CONNECTION_DISCONNECTED: return "Disconnected"
MultiplayerPeer.CONNECTION_CONNECTING: return "Connecting"
MultiplayerPeer.CONNECTION_CONNECTED: return "Connected"
_: return "Unknown Status"
func check_command_line() -> void:
var args: Array = OS.get_cmdline_args()
if args.size() > 1 and args[0] == "+connect_lobby":
if int(args[1]) > 0:
print("[CMD] Command line join request for lobby ID: %s" % args[1])
join_lobby(int(args[1]))
func get_join_fail_reason(response: int) -> String: func get_join_fail_reason(response: int) -> String:
match response: match response:
Steam.CHAT_ROOM_ENTER_RESPONSE_DOESNT_EXIST: return "Lobby no longer exists" 1: return "Doesnt Exist"
Steam.CHAT_ROOM_ENTER_RESPONSE_NOT_ALLOWED: return "Not allowed to join" 2: return "Not Allowed"
Steam.CHAT_ROOM_ENTER_RESPONSE_FULL: return "Lobby is full" 3: return "Full"
Steam.CHAT_ROOM_ENTER_RESPONSE_ERROR: return "Unknown error" 4: return "Error"
Steam.CHAT_ROOM_ENTER_RESPONSE_BANNED: return "You are banned" 5: return "Banned"
Steam.CHAT_ROOM_ENTER_RESPONSE_LIMITED: return "Limited account" 6: return "Limited"
Steam.CHAT_ROOM_ENTER_RESPONSE_CLAN_DISABLED: return "Lobby is locked" 7: return "Clan Disabled"
Steam.CHAT_ROOM_ENTER_RESPONSE_COMMUNITY_BAN: return "Community locked" 8: return "Community Ban"
Steam.CHAT_ROOM_ENTER_RESPONSE_MEMBER_BLOCKED_YOU: return "A member blocked you" 9: return "Member Blocked You"
Steam.CHAT_ROOM_ENTER_RESPONSE_YOU_BLOCKED_MEMBER: return "You blocked a member" 10: return "You Blocked Member"
_: return "Unknown reason" _: return "Unknown Reason"