Files
splunk/splunk/networking/steam-manager.gd
2025-08-12 18:42:09 -05:00

176 lines
5.2 KiB
GDScript

extends Node
@onready var player_scene: PackedScene = preload("res://player/Player.tscn")
var players: Array[int] = []
var steam_id: int = 0
var steam_username: String = ""
var lobby_id: int = 0
var steam_initialized: bool = false
var steam_app_id: int = 480
var peer: SteamMultiplayerPeer
func _ready() -> void:
OS.set_environment("SteamAppId", str(steam_app_id))
OS.set_environment("SteamGameId", str(steam_app_id))
steam_initialized = init_steam()
if not steam_initialized:
print("!!! Steam did not initialize. Multiplayer will be disabled.")
return
Steam.lobby_created.connect(_on_lobby_created)
Steam.lobby_joined.connect(_on_lobby_joined)
Steam.lobby_chat_update.connect(_on_lobby_chat_update)
Steam.p2p_session_request.connect(_on_p2p_session_request)
Steam.join_requested.connect(_on_lobby_join_requested)
multiplayer.peer_connected.connect(_on_peer_connected)
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
multiplayer.connected_to_server.connect(_on_connected_to_server)
multiplayer.connection_failed.connect(_on_connection_failed)
check_command_line()
multiplayer.server_relay = true
func _process(delta):
if not steam_initialized:
return
Steam.run_callbacks()
func create_lobby():
print("[HOST] 1. Attempting to create lobby...")
Steam.createLobby(Steam.LOBBY_TYPE_FRIENDS_ONLY, 4)
func _on_lobby_created(connect: int, this_lobby_id: int):
if connect != 1:
print("[HOST] !!! Lobby creation failed.")
return
lobby_id = this_lobby_id
print("[HOST] 2. Lobby created successfully (ID: %s)." % lobby_id)
Steam.setLobbyJoinable(lobby_id, true)
Steam.setLobbyData(lobby_id, "name", steam_username + "'s Lobby")
setup_multiplayer_peer(true)
print("[HOST] 3. Multiplayer host started (My Peer ID is always 1).")
#players.append(peer.get)
GameManager.request_server_to_spawn_player.rpc_id(1, 1, steam_username)
func join_lobby(this_lobby_id: int):
print("[CLIENT] 1. Attempting to join lobby (ID: %s)..." % this_lobby_id)
Steam.joinLobby(this_lobby_id)
func _on_lobby_join_requested(this_lobby_id: int, friend_id: int) -> void:
print("[CLIENT] 1. Attempting to join lobby (ID: %s)..." % this_lobby_id)
join_lobby(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
lobby_id = this_lobby_id
print("[CLIENT] 2. Successfully joined Steam lobby.")
if Steam.getLobbyOwner(lobby_id) != steam_id:
print("[CLIENT] 3. I am a client, creating multiplayer peer to connect to host.")
setup_multiplayer_peer(false)
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...")
GameManager.request_server_to_spawn_player.rpc_id(1, multiplayer.get_unique_id(), steam_username)
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(0)
else:
var host_id = Steam.getLobbyOwner(lobby_id)
peer.create_client(host_id, 0)
multiplayer.multiplayer_peer = peer
func _on_peer_connected(id: int):
print("[INFO] Peer %s has established a multiplayer session." % id)
#players.append()
func _on_peer_disconnected(id: int):
print("[INFO] Peer %s has disconnected." % id)
if players.has(id):
#players[id].queue_free()
players.erase(id)
func _on_connection_failed() -> void:
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):
var state_string = "UNKNOWN"
match chat_state:
Steam.CHAT_MEMBER_STATE_CHANGE_ENTERED: state_string = "ENTERED"
Steam.CHAT_MEMBER_STATE_CHANGE_LEFT: state_string = "LEFT"
Steam.CHAT_MEMBER_STATE_CHANGE_DISCONNECTED: state_string = "DISCONNECTED"
print("[LOBBY INFO] User %s has %s the lobby." % [user_changed_id, state_string])
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:
match response:
1: return "Doesnt Exist"
2: return "Not Allowed"
3: return "Full"
4: return "Error"
5: return "Banned"
6: return "Limited"
7: return "Clan Disabled"
8: return "Community Ban"
9: return "Member Blocked You"
10: return "You Blocked Member"
_: return "Unknown Reason"