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4 Commits
04440c0319
...
lobby-syst
| Author | SHA1 | Date | |
|---|---|---|---|
| 8445f5a944 | |||
| 0db8edef2a | |||
| 88b399f453 | |||
| eaaa3075d5 |
@@ -1,8 +1,8 @@
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extends Node
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var players: Array[int] = []
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var players: Dictionary[int, Player] = {}
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var player_spawner: MultiplayerSpawner
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var player_spawner: LobbyPlayerSpawner
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@onready var debug_ui: PackedScene = preload("res://ui/multiplayer-debug-ui/multiplayer-debug-ui.tscn")
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var debug_ui_instance
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@@ -29,3 +29,8 @@ func request_server_to_spawn_player(peer_id: int, player_name: String) -> void:
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data["player_name"] = player_name
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player_spawner.spawn(data)
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@rpc("any_peer", "call_local", "reliable")
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func request_server_to_delete_player(peer_id: int) -> void:
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player_spawner.delete_player(peer_id)
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@@ -1,7 +1,10 @@
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class_name LobbyPlayerSpawner
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extends MultiplayerSpawner
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@onready var player_scene: PackedScene = load("res://player/Player.tscn")
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var players_dict: Dictionary[int, Player] = {}
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func _ready() -> void:
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spawn_function = spawn_player
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@@ -17,6 +20,12 @@ func spawn_player(data: Dictionary) -> Player:
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new_player.set_player_name(peer_id, player_name)
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new_player.position = Vector3.UP
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GameManager.players.append(int(peer_id))
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GameManager.players[int(peer_id)] = new_player
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return new_player
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func delete_player(id: int) -> void:
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var player_to_delete = GameManager.players[id]
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GameManager.players.erase(id)
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player_to_delete.queue_free()
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@@ -31,6 +31,7 @@ func _ready() -> void:
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multiplayer.peer_connected.connect(_on_peer_connected)
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multiplayer.peer_disconnected.connect(_on_peer_disconnected)
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multiplayer.connected_to_server.connect(_on_connected_to_server)
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multiplayer.server_disconnected.connect(_on_disconnected_from_server)
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multiplayer.connection_failed.connect(_on_connection_failed)
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check_command_line()
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@@ -46,8 +47,11 @@ func _process(delta):
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func create_lobby():
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print("[HOST] 1. Attempting to create lobby...")
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Steam.createLobby(Steam.LOBBY_TYPE_FRIENDS_ONLY, 4)
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if lobby_id == 0:
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Steam.createLobby(Steam.LOBBY_TYPE_FRIENDS_ONLY, 4)
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else:
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print("Cant host, already in a lobby")
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func _on_lobby_created(connect: int, this_lobby_id: int):
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if connect != 1:
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@@ -96,6 +100,10 @@ func _on_connected_to_server():
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GameManager.request_server_to_spawn_player.rpc_id(1, multiplayer.get_unique_id(), steam_username)
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func _on_disconnected_from_server():
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pass
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func _on_p2p_session_request(steam_id_remote: int) -> void:
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print("[P2P] ==> Session request from: %s. Accepting." % steam_id_remote)
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Steam.acceptP2PSessionWithUser(steam_id_remote)
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@@ -134,9 +142,10 @@ func _on_peer_connected(id: int):
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func _on_peer_disconnected(id: int):
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print("[INFO] Peer %s has disconnected." % id)
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GameManager.request_server_to_delete_player.rpc_id(1, id)
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if players.has(id):
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#players[id].queue_free()
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players.erase(id)
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func _on_connection_failed() -> void:
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@@ -147,7 +156,9 @@ func _on_lobby_chat_update(_l_id, user_changed_id: int, _u_m_c_id, chat_state: i
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var state_string = "UNKNOWN"
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match chat_state:
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Steam.CHAT_MEMBER_STATE_CHANGE_ENTERED: state_string = "ENTERED"
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Steam.CHAT_MEMBER_STATE_CHANGE_LEFT: state_string = "LEFT"
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Steam.CHAT_MEMBER_STATE_CHANGE_LEFT:
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state_string = "LEFT"
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Steam.CHAT_MEMBER_STATE_CHANGE_DISCONNECTED: state_string = "DISCONNECTED"
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print("[LOBBY INFO] User %s has %s the lobby." % [user_changed_id, state_string])
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@@ -20,6 +20,10 @@ config/icon="res://icon.svg"
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SteamManager="*res://networking/steam-manager.gd"
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GameManager="*res://game-logic/game_manager.gd"
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[display]
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window/vsync/vsync_mode=0
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[editor_plugins]
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enabled=PackedStringArray("res://addons/freecam_3D/plugin.cfg")
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