Files
splunk/splunk/networking/steam-manager.gd

286 lines
9.8 KiB
GDScript

extends Node
var is_owned: bool = false
var steam_app_id: int = 480
var steam_id: int = 0
var steam_username: String = ""
var lobby_id = 0
var lobby_max_members = 4
var lobby_members: Array = []
var steam_initialized: bool = false
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
# Connect Steam lobby signals
Steam.lobby_created.connect(_on_lobby_created)
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_data_update.connect(_on_lobby_data_update)
#Steam.join_requested.connect(_on_lobby_join_requested)
Steam.persona_state_change.connect(_on_persona_change)
# Setup multiplayer signals
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)
multiplayer.server_disconnected.connect(_on_server_disconnected)
Steam.p2p_session_request.connect(_on_p2p_session_request)
check_command_line()
func _on_p2p_session_request(steam_id_remote: int) -> void:
## ADDED: More detailed logging to confirm P2P acceptance.
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):
## ADDED: Guard clause in case Steam fails to initialize.
if not steam_initialized:
return
Steam.run_callbacks()
if Input.is_action_just_pressed("interact"):
## ADDED: Replaced simple print with a detailed diagnostic function.
log_multiplayer_info()
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:
## ADDED: Check if a peer is already active before creating a new one.
if multiplayer.multiplayer_peer and multiplayer.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() ## REMOVED: Channel is handled by the peer automatically now.
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) ## REMOVED: Channel is handled by the peer automatically.
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():
if lobby_id == 0:
print("Creating lobby...")
Steam.createLobby(Steam.LOBBY_TYPE_FRIENDS_ONLY, lobby_max_members)
func _on_lobby_created(connect: int, this_lobby_id: int):
if connect == 1:
lobby_id = this_lobby_id
print("Lobby created with id `%s`" % lobby_id)
Steam.setLobbyJoinable(lobby_id, true)
Steam.setLobbyData(lobby_id, "name", steam_username + "'s Lobby")
Steam.setLobbyData(lobby_id, "mode", "Splunk")
Steam.allowP2PPacketRelay(true)
setup_multiplayer_peer(true) # Setup as host
else :
print("!!! Failed to create lobby.")
func join_lobby(this_lobby_id: int):
print("Attempting to join lobby: %s" % this_lobby_id)
lobby_members.clear()
Steam.joinLobby(this_lobby_id)
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
print("Successfully joined lobby: %s" % lobby_id)
get_lobby_members()
# is_server() is the most reliable check for host status
if not multiplayer.is_server():
setup_multiplayer_peer() # Setup as client
else:
## ADDED: Log the specific reason for the join failure.
print("!!! Failed to join lobby. Reason: %s" % get_join_fail_reason(response))
func get_lobby_members() -> void:
lobby_members.clear()
if lobby_id == 0: return
var num_members = Steam.getNumLobbyMembers(lobby_id)
print("--- Refreshing Lobby Members (%s) ---" % num_members)
for i in range(num_members):
var member_id = Steam.getLobbyMemberByIndex(lobby_id, i)
var member_name = Steam.getFriendPersonaName(member_id)
lobby_members.append({
"steam_id": member_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:
# This can be spammy, but useful for debugging name changes.
# print("Persona state changed for %s. Refreshing lobby members." % steam_id_changed)
get_lobby_members()
func leave_lobby() -> void:
pass
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"
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"
Steam.CHAT_MEMBER_STATE_CHANGE_KICKED: state_string = "KICKED"
Steam.CHAT_MEMBER_STATE_CHANGE_BANNED: state_string = "BANNED"
print("[Lobby] Chat Update: User %s has %s." % [user_changed_id, state_string])
# Any change in lobby membership should trigger a refresh.
get_lobby_members()
func _on_peer_connected(id: int) -> void:
print("[Multiplayer] ✅ Peer connected: %s" % id)
# It's good practice to re-check lobby members when a peer connects successfully.
get_lobby_members()
func _on_peer_disconnected(id: int) -> void:
print("[Multiplayer] ❌ Peer disconnected: %s" % 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())
func _on_connection_failed() -> void:
print("[Multiplayer] ❌ Connection to the host failed.")
func _on_server_disconnected() -> void:
print("[Multiplayer] ❌ Disconnected from the host.")
## ADDED: New function to log all relevant multiplayer and lobby information.
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.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_peer_ids())
else:
print(" - Peer State: Inactive (null)")
print("\n## Steam Lobby Info:")
print(" - In Lobby?: %s" % (lobby_id != 0))
print(" - Lobby ID: %s" % lobby_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 get_join_fail_reason(response: int) -> String:
match response:
Steam.CHAT_ROOM_ENTER_RESPONSE_DOESNT_EXIST: return "Lobby no longer exists"
Steam.CHAT_ROOM_ENTER_RESPONSE_NOT_ALLOWED: return "Not allowed to join"
Steam.CHAT_ROOM_ENTER_RESPONSE_FULL: return "Lobby is full"
Steam.CHAT_ROOM_ENTER_RESPONSE_ERROR: return "Unknown error"
Steam.CHAT_ROOM_ENTER_RESPONSE_BANNED: return "You are banned"
Steam.CHAT_ROOM_ENTER_RESPONSE_LIMITED: return "Limited account"
Steam.CHAT_ROOM_ENTER_RESPONSE_CLAN_DISABLED: return "Lobby is locked"
Steam.CHAT_ROOM_ENTER_RESPONSE_COMMUNITY_BAN: return "Community locked"
Steam.CHAT_ROOM_ENTER_RESPONSE_MEMBER_BLOCKED_YOU: return "A member blocked you"
Steam.CHAT_ROOM_ENTER_RESPONSE_YOU_BLOCKED_MEMBER: return "You blocked a member"
_: return "Unknown reason"