Merge multiplayer_spawner and lobby-map into develop #3

Merged
chrisbell merged 19 commits from multiplayer_spawner into develop 2025-08-10 01:33:58 +00:00
6 changed files with 119 additions and 106 deletions
Showing only changes of commit c128223b42 - Show all commits

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@@ -1,9 +1,16 @@
extends Node extends Node
var players: Array[int] = []
var player_spawner: MultiplayerSpawner
@onready var debug_ui: PackedScene = preload("res://ui/multiplayer-debug-ui/multiplayer-debug-ui.tscn") @onready var debug_ui: PackedScene = preload("res://ui/multiplayer-debug-ui/multiplayer-debug-ui.tscn")
var debug_ui_instance var debug_ui_instance
func _ready() -> void: func _ready() -> void:
get_tree().root.get_node("Lobby/PlayerSpawner") as MultiplayerSpawner
debug_ui_instance = debug_ui.instantiate() debug_ui_instance = debug_ui.instantiate()
get_tree().root.add_child.call_deferred(debug_ui_instance) get_tree().root.add_child.call_deferred(debug_ui_instance)
debug_ui_instance.hide() debug_ui_instance.hide()
@@ -12,3 +19,12 @@ func _ready() -> void:
func _input(event: InputEvent) -> void: func _input(event: InputEvent) -> void:
if event.is_action_pressed("toggle_watch"): if event.is_action_pressed("toggle_watch"):
debug_ui_instance.visible = !debug_ui_instance.visible debug_ui_instance.visible = !debug_ui_instance.visible
@rpc("any_peer", "call_local", "reliable")
func request_server_to_spawn_player(peer_id: int) -> void:
var data: Dictionary = {}
data["peer_id"] = peer_id
player_spawner.spawn(data)

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@@ -0,0 +1,42 @@
extends MultiplayerSpawner
@onready var player_scene: PackedScene = load("res://player/Player.tscn")
func _ready() -> void:
spawn_function = spawn_player
func spawn_player(data: Dictionary) -> Player:
var new_player = player_scene.instantiate() as Player
var peer_id = str(data["peer_id"])
new_player.set_multiplayer_authority(peer_id, true)
new_player.set_player_name = peer_id
new_player.position = Vector3.UP
GameManager.players.append(peer_id)
return new_player
#var steam_id_of_player = peer_to_steam_id_map.get(peer_id)
#if steam_id_of_player == null:
#print("!!! [%s] CRITICAL: Cannot spawn player for Peer %s, not in map." % [multiplayer.get_unique_id(), peer_id])
#return
#
#if players.has(peer_id): 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() as Player
#new_player.name = str(peer_id)
#
#players[peer_id] = new_player
#add_child(new_player)
#new_player.position = Vector3.UP
#new_player.set_player_name(player_name)
#new_player.set_multiplayer_authority(peer_id, true)
#new_player.setup_player()

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@@ -0,0 +1 @@
uid://bbhx0fwgcgjr4

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@@ -2,18 +2,14 @@ extends Node
@onready var player_scene: PackedScene = preload("res://player/Player.tscn") @onready var player_scene: PackedScene = preload("res://player/Player.tscn")
# -- Game State Variables -- var players: Array[int] = []
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: int = 0
var steam_initialized: bool = false var steam_initialized: bool = false
var steam_app_id: int = 480 # Spacewar App ID for testing var steam_app_id: int = 480
# -- Godot Variables --
var peer: SteamMultiplayerPeer var peer: SteamMultiplayerPeer
@@ -26,13 +22,11 @@ func _ready() -> void:
print("!!! Steam did not initialize. Multiplayer will be disabled.") print("!!! Steam did not initialize. Multiplayer will be disabled.")
return return
# 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_chat_update.connect(_on_lobby_chat_update) Steam.lobby_chat_update.connect(_on_lobby_chat_update)
Steam.p2p_session_request.connect(_on_p2p_session_request) Steam.p2p_session_request.connect(_on_p2p_session_request)
# 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)
@@ -42,18 +36,19 @@ func _ready() -> void:
multiplayer.server_relay = true multiplayer.server_relay = true
func _process(delta): func _process(delta):
if not steam_initialized: if not steam_initialized:
return return
Steam.run_callbacks() Steam.run_callbacks()
# -----------------------------------------------------------------------------
# CORE LOGIC: STEP 1 - HOST CREATION
# -----------------------------------------------------------------------------
func create_lobby(): func create_lobby():
print("[HOST] 1. Attempting to create lobby...") print("[HOST] 1. Attempting to create lobby...")
Steam.createLobby(Steam.LOBBY_TYPE_FRIENDS_ONLY, 4) Steam.createLobby(Steam.LOBBY_TYPE_FRIENDS_ONLY, 4)
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.") print("[HOST] !!! Lobby creation failed.")
@@ -68,21 +63,15 @@ func _on_lobby_created(connect: int, this_lobby_id: int):
setup_multiplayer_peer(true) setup_multiplayer_peer(true)
print("[HOST] 3. Multiplayer host started (My Peer ID is always 1).") print("[HOST] 3. Multiplayer host started (My Peer ID is always 1).")
# Register self #players.append(peer.get)
peer_to_steam_id_map[1] = steam_id GameManager.request_server_to_spawn_player.rpc_id(1, 1)
print("[HOST] 4. Host (Peer 1) registered in the ID map.")
# Spawn self
spawn_player.rpc(1)
# -----------------------------------------------------------------------------
# CORE LOGIC: STEP 2 - CLIENT CONNECTION
# -----------------------------------------------------------------------------
func join_lobby(this_lobby_id: int): func join_lobby(this_lobby_id: int):
print("[CLIENT] 1. Attempting to join lobby (ID: %s)..." % this_lobby_id) print("[CLIENT] 1. Attempting to join lobby (ID: %s)..." % this_lobby_id)
Steam.joinLobby(this_lobby_id) Steam.joinLobby(this_lobby_id)
func _on_lobby_joined(this_lobby_id: int, _p, _l, response: int): func _on_lobby_joined(this_lobby_id: int, _p, _l, response: int):
if response != Steam.CHAT_ROOM_ENTER_RESPONSE_SUCCESS: if response != Steam.CHAT_ROOM_ENTER_RESPONSE_SUCCESS:
print("[CLIENT] !!! Failed to join lobby: %s" % get_join_fail_reason(response)) print("[CLIENT] !!! Failed to join lobby: %s" % get_join_fail_reason(response))
@@ -95,76 +84,18 @@ func _on_lobby_joined(this_lobby_id: int, _p, _l, response: int):
print("[CLIENT] 3. I am a client, creating multiplayer peer to connect to host.") print("[CLIENT] 3. I am a client, creating multiplayer peer to connect to host.")
setup_multiplayer_peer(false) setup_multiplayer_peer(false)
func _on_connected_to_server(): func _on_connected_to_server():
print("[CLIENT] 4. Successfully connected to host's multiplayer peer.") print("[CLIENT] 4. Successfully connected to host's multiplayer peer.")
print("[CLIENT] 5. Sending my info to the server for registration...") print("[CLIENT] 5. Sending my info to the server for registration...")
register_player_on_server.rpc_id(1, steam_id) GameManager.request_server_to_spawn_player.rpc_id(1, multiplayer.get_unique_id())
# -----------------------------------------------------------------------------
# CORE LOGIC: STEP 3 - SERVER REGISTRATION & SPAWNING
# -----------------------------------------------------------------------------
@rpc("any_peer")
func register_player_on_server(new_player_steam_id: int):
if not multiplayer.is_server(): return
var new_player_peer_id = multiplayer.get_remote_sender_id()
print("[SERVER] 6. Received registration request from Peer %s." % new_player_peer_id)
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])
# --- NEW STEP ---
# Sync the completed map to the new client BEFORE spawning players for them
print("[SERVER] 8. Sending complete ID map to new client (Peer %s)." % new_player_peer_id)
sync_id_map.rpc_id(new_player_peer_id, peer_to_steam_id_map)
# Tell the new client about all players already in the game
print("[SERVER] 9. Telling Peer %s to spawn 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] 10. Telling ALL peers to spawn the new player (Peer %s)." % new_player_peer_id)
spawn_player.rpc(new_player_peer_id)
# --- NEW FUNCTION ---
# This RPC is sent by the server to a new client to give them the ID map
@rpc("authority")
func sync_id_map(map_from_server: Dictionary):
print("-> [%s] Received ID map from server." % multiplayer.get_unique_id())
peer_to_steam_id_map = map_from_server
@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] CRITICAL: Cannot spawn player for Peer %s, not in map." % [multiplayer.get_unique_id(), peer_id])
return
if players.has(peer_id): 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() as Player
new_player.name = str(peer_id)
players[peer_id] = new_player
add_child(new_player)
new_player.position = Vector3.UP
new_player.set_player_name(player_name)
new_player.set_multiplayer_authority(peer_id, true)
new_player.setup_player()
# -----------------------------------------------------------------------------
# UTILITY AND CALLBACKS (Unchanged)
# -----------------------------------------------------------------------------
func _on_p2p_session_request(steam_id_remote: int) -> void: func _on_p2p_session_request(steam_id_remote: int) -> void:
print("[P2P] ==> Session request from: %s. Accepting." % steam_id_remote) print("[P2P] ==> Session request from: %s. Accepting." % steam_id_remote)
Steam.acceptP2PSessionWithUser(steam_id_remote) Steam.acceptP2PSessionWithUser(steam_id_remote)
func init_steam() -> bool: func init_steam() -> bool:
var response: Dictionary = Steam.steamInitEx() var response: Dictionary = Steam.steamInitEx()
if response['status'] > 0: if response['status'] > 0:
@@ -175,11 +106,13 @@ func init_steam() -> bool:
print("Steam initialized successfully for %s (ID: %s)." % [steam_username, steam_id]) print("Steam initialized successfully for %s (ID: %s)." % [steam_username, steam_id])
return true return true
func setup_multiplayer_peer(is_host: bool = false) -> void: func setup_multiplayer_peer(is_host: bool = false) -> void:
if multiplayer.multiplayer_peer and multiplayer.multiplayer_peer.get_connection_status() != MultiplayerPeer.CONNECTION_DISCONNECTED: if multiplayer.multiplayer_peer and multiplayer.multiplayer_peer.get_connection_status() != MultiplayerPeer.CONNECTION_DISCONNECTED:
multiplayer.multiplayer_peer.close() multiplayer.multiplayer_peer.close()
peer = SteamMultiplayerPeer.new() peer = SteamMultiplayerPeer.new()
if is_host: if is_host:
peer.create_host(0) peer.create_host(0)
else: else:
@@ -188,20 +121,22 @@ func setup_multiplayer_peer(is_host: bool = false) -> void:
multiplayer.multiplayer_peer = peer multiplayer.multiplayer_peer = peer
func _on_peer_connected(id: int): func _on_peer_connected(id: int):
print("[INFO] Peer %s has established a multiplayer session." % id) print("[INFO] Peer %s has established a multiplayer session." % id)
#players.append()
func _on_peer_disconnected(id: int): func _on_peer_disconnected(id: int):
print("[INFO] Peer %s has disconnected." % id) print("[INFO] Peer %s has disconnected." % id)
if players.has(id): if players.has(id):
players[id].queue_free() #players[id].queue_free()
players.erase(id) players.erase(id)
if peer_to_steam_id_map.has(id):
peer_to_steam_id_map.erase(id)
func _on_connection_failed() -> void: func _on_connection_failed() -> void:
print("[CLIENT] !!! Connection to the host failed.") print("[CLIENT] !!! Connection to the host failed.")
func _on_lobby_chat_update(_l_id, user_changed_id: int, _u_m_c_id, chat_state: int): func _on_lobby_chat_update(_l_id, user_changed_id: int, _u_m_c_id, chat_state: int):
var state_string = "UNKNOWN" var state_string = "UNKNOWN"
match chat_state: match chat_state:
@@ -210,6 +145,7 @@ func _on_lobby_chat_update(_l_id, user_changed_id: int, _u_m_c_id, chat_state: i
Steam.CHAT_MEMBER_STATE_CHANGE_DISCONNECTED: state_string = "DISCONNECTED" Steam.CHAT_MEMBER_STATE_CHANGE_DISCONNECTED: state_string = "DISCONNECTED"
print("[LOBBY INFO] User %s has %s the lobby." % [user_changed_id, state_string]) print("[LOBBY INFO] User %s has %s the lobby." % [user_changed_id, state_string])
func check_command_line() -> void: func check_command_line() -> void:
var args: Array = OS.get_cmdline_args() var args: Array = OS.get_cmdline_args()
if args.size() > 1 and args[0] == "+connect_lobby": if args.size() > 1 and args[0] == "+connect_lobby":
@@ -217,6 +153,7 @@ func check_command_line() -> void:
print("[CMD] Command line join request for lobby ID: %s" % args[1]) print("[CMD] Command line join request for lobby ID: %s" % args[1])
join_lobby(int(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:
1: return "Doesnt Exist" 1: return "Doesnt Exist"

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@@ -1,4 +1,4 @@
[gd_scene load_steps=6 format=3 uid="uid://csmfxg011xisf"] [gd_scene load_steps=7 format=3 uid="uid://csmfxg011xisf"]
[ext_resource type="Script" uid="uid://dopyfulbw2mx5" path="res://player/player.gd" id="1_ulp21"] [ext_resource type="Script" uid="uid://dopyfulbw2mx5" path="res://player/player.gd" id="1_ulp21"]
@@ -13,6 +13,14 @@ size = Vector3(0.5, 0.5, 0.5)
[sub_resource type="SphereMesh" id="SphereMesh_wnvi2"] [sub_resource type="SphereMesh" id="SphereMesh_wnvi2"]
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_ulp21"]
properties/0/path = NodePath(".:position")
properties/0/spawn = true
properties/0/replication_mode = 2
properties/1/path = NodePath(".:rotation")
properties/1/spawn = true
properties/1/replication_mode = 2
[node name="Player" type="CharacterBody3D"] [node name="Player" type="CharacterBody3D"]
collision_layer = 2 collision_layer = 2
collision_mask = 3 collision_mask = 3
@@ -55,3 +63,6 @@ skeleton = NodePath("../..")
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.887858, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.887858, 0)
billboard = 1 billboard = 1
text = "Username" text = "Username"
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
replication_config = SubResource("SceneReplicationConfig_ulp21")

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@@ -8,7 +8,11 @@ class_name Player
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var camera_node: Camera3D var camera_node: Camera3D
func setup_player():
func _ready():
if is_multiplayer_authority(): if is_multiplayer_authority():
print("-> [%s] Authority granted. Setting up camera and input." % name) print("-> [%s] Authority granted. Setting up camera and input." % name)
camera_node = $Camera3D camera_node = $Camera3D
@@ -16,15 +20,18 @@ func setup_player():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
$Mesh.hide() $Mesh.hide()
if multiplayer.is_server():
set_player_name(SteamManager.steam_username)
@rpc("any_peer", "call_local")
func set_player_name(player_name: String): func set_player_name(player_name: String):
name = player_name
$Label3D.text = player_name $Label3D.text = player_name
@rpc("any_peer", "call_local", "unreliable") #@rpc("any_peer", "call_local", "unreliable")
func update_remote_transform(new_transform: Transform3D): #func update_remote_transform(new_transform: Transform3D):
global_transform = new_transform #global_transform = new_transform
func _physics_process(delta): func _physics_process(delta):
@@ -54,12 +61,11 @@ func _physics_process(delta):
velocity.z = lerp(velocity.z, direction.z * speed, delta * 5.0) velocity.z = lerp(velocity.z, direction.z * speed, delta * 5.0)
move_and_slide() move_and_slide()
update_remote_transform.rpc(global_transform) #update_remote_transform.rpc(global_transform)
func _input(event): func _input(event):
if !is_multiplayer_authority(): if is_multiplayer_authority():
return
if event is InputEventMouseMotion: if event is InputEventMouseMotion:
# Rotate the CharacterBody3D around the Y-axis for horizontal look # Rotate the CharacterBody3D around the Y-axis for horizontal look
rotate_y(-event.relative.x * mouse_sensitivity) rotate_y(-event.relative.x * mouse_sensitivity)