Merge remote-tracking branch 'origin/develop' into feature/ship-overhaul
This commit is contained in:
commit
504ff449ca
@ -1,6 +1,5 @@
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[gd_scene load_steps=5 format=3 uid="uid://ewovs6ns5y3k"]
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[gd_scene load_steps=4 format=3 uid="uid://ewovs6ns5y3k"]
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[ext_resource type="PackedScene" uid="uid://c6w0ivy4hetrl" path="res://assets/core/player-controller/scenes/player.tscn" id="2_q510b"]
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[ext_resource type="PackedScene" uid="uid://y0xb2vktsr1k" path="res://assets/core/ships/shuttle-class/shuttle-class.tscn" id="3_lsckv"]
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[ext_resource type="PackedScene" uid="uid://dqymnaouq1mu2" path="res://assets/core/enviroment/dev-level/terrain.tscn" id="3_vcq2f"]
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[ext_resource type="PackedScene" uid="uid://dlv4cwhskx8dr" path="res://assets/core/enviroment/custom-skies/sky.tscn" id="4_uss2e"]
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@ -3,7 +3,7 @@
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[ext_resource type="Script" path="res://assets/core/networking/scripts/lobby.gd" id="1_o4fbq"]
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[ext_resource type="PackedScene" uid="uid://biryul3n6thlw" path="res://assets/core/networking/scenes/user_box_prefab.tscn" id="2_dpthk"]
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[node name="Lobby" type="Control" node_paths=PackedStringArray("host_button", "join_button", "leave_button", "lobby_id_line_edit", "user_list_box")]
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[node name="Lobby" type="Control" node_paths=PackedStringArray("host_button", "leave_button", "start_button", "user_list_box")]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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@ -12,9 +12,8 @@ grow_horizontal = 2
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grow_vertical = 2
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script = ExtResource("1_o4fbq")
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host_button = NodePath("Panel/HBoxContainer/Buttons/Host")
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join_button = NodePath("Panel/HBoxContainer/Buttons/HBoxContainer/Join")
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leave_button = NodePath("Panel/HBoxContainer/Buttons/Leave")
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lobby_id_line_edit = NodePath("Panel/HBoxContainer/Buttons/HBoxContainer/LineEdit")
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start_button = NodePath("Panel/HBoxContainer/Buttons/Start")
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user_list_box = NodePath("Panel/HBoxContainer/PlayerList")
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user_box_prefab = ExtResource("2_dpthk")
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@ -45,23 +44,16 @@ layout_mode = 2
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size_flags_vertical = 4
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text = "Host Lobby"
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[node name="HBoxContainer" type="HBoxContainer" parent="Panel/HBoxContainer/Buttons"]
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layout_mode = 2
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[node name="LineEdit" type="LineEdit" parent="Panel/HBoxContainer/Buttons/HBoxContainer"]
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layout_mode = 2
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size_flags_horizontal = 3
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[node name="Join" type="Button" parent="Panel/HBoxContainer/Buttons/HBoxContainer"]
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custom_minimum_size = Vector2(90, 0)
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layout_mode = 2
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text = "Join"
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[node name="Leave" type="Button" parent="Panel/HBoxContainer/Buttons"]
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layout_mode = 2
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disabled = true
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text = "Leave Lobby"
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[node name="Start" type="Button" parent="Panel/HBoxContainer/Buttons"]
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layout_mode = 2
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disabled = true
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text = "Start"
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[node name="PlayerList" type="VBoxContainer" parent="Panel/HBoxContainer"]
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layout_mode = 2
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size_flags_horizontal = 3
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@ -4,6 +4,9 @@ const STEAM_APP_ID: int = 480
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const PACKET_READ_LIMIT: int = 32
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var level_scene: PackedScene
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var player_scene: PackedScene
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var lobby_data
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var lobby_id: int = 0
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var lobby_members: Array = []
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@ -13,16 +16,25 @@ var lobby_type: int = Steam.LOBBY_TYPE_PUBLIC
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var steam_id: int = 0
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var steam_username: String = ""
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var avatar_texture_cache: Dictionary = {}
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var host_id: int = 0
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var is_host: bool = false
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var uuid_counter: int = 0
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var node_map: Dictionary = {}
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signal lobby_created(lobby_id: int)
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signal lobby_joined(lobby_id: int)
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signal user_joined_lobby(user_id: int)
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signal user_left_lobby(user_id: int)
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signal host_left_lobby()
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signal on_game_started()
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signal property_update_received(node_id: int, property_name: String, value: Variant)
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func _ready() -> void:
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player_scene = load("res://assets/core/player-controller/scenes/player.tscn") as PackedScene
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level_scene = load("res://assets/core/enviroment/dev-level/dev-level.tscn") as PackedScene
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_init_steam()
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@ -190,6 +202,7 @@ func _on_p2p_session_connect_fail(steam_id: int, session_error: int) -> void:
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func host_lobby():
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if lobby_id == 0:
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Steam.createLobby(lobby_type, lobby_members_max)
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is_host = true
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else:
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printerr("Cannot host lobby, already in a lobby")
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@ -250,6 +263,7 @@ func send_p2p_packet(target: int, packet_data: Dictionary) -> void:
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for this_member in lobby_members:
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if this_member['steam_id'] != steam_id:
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Steam.sendP2PPacket(this_member['steam_id'], this_data, send_type, channel)
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#print("Sent packet to %s." % this_member['steam_name'])
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# Else send it to someone specific
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else:
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@ -284,8 +298,32 @@ func read_p2p_packet() -> void:
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# Decompress the array before turning it into a useable dictionary
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var readable_data: Dictionary = bytes_to_var(packet_code.decompress_dynamic(-1, FileAccess.COMPRESSION_GZIP))
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# Print the packet to output
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print("Packet: %s" % readable_data)
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# Handshake packet
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if "message" in readable_data and readable_data["message"] == "handshake":
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if packet_sender != steam_id:
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print("Received handshake packet from %s." % Steam.getFriendPersonaName(packet_sender))
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# Start game packet
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if "message" in readable_data and readable_data["message"] == "start_game":
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print("Received game start packet.")
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_on_game_started()
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# Property update packet
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if "message" in readable_data and readable_data["message"] == "property_update":
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if "node_id" in readable_data and "property_name" in readable_data and "value" in readable_data:
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emit_signal("property_update_received", readable_data["node_id"], readable_data["property_name"], readable_data["value"])
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#print("Received property update packet for node %d: %s = %s" % [readable_data["node_id"], readable_data["property_name"], readable_data["value"]])
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func register_node(node: Node) -> String:
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var uuid = generate_uuid()
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node_map[uuid] = node
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return uuid
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func generate_uuid() -> String:
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uuid_counter += 1
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return str(uuid_counter)
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func request_player_avatar(user_id: int, size: int = 128) -> void:
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@ -317,6 +355,35 @@ func get_player_avatar(user_id: int) -> ImageTexture:
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return avatar_texture_cache[user_id]
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func start_game():
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print("Starting game...")
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var packet_data = {"message":"start_game"}
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send_p2p_packet(0, packet_data)
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_on_game_started()
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func _on_game_started():
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print("Game started.")
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var level: Node = level_scene.instantiate()
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get_tree().root.add_child(level)
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on_game_started.emit()
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for member in lobby_members:
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var player: Player = player_scene.instantiate()
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player.name = "Player_" + str(member["steam_id"])
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player.username = Steam.getFriendPersonaName(member["steam_id"])
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if member["steam_id"] == steam_id:
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player.is_network_authority = true
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else:
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player.is_network_authority = false
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level.add_child(player)
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func sync_property(node_id: String, property_name: String, value: Variant):
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var packet_data = {"message":"property_update", "node_id": node_id, "property_name":property_name, "value":value}
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send_p2p_packet(0, packet_data)
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@ -1,9 +1,8 @@
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extends Control
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@export var host_button: Button
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@export var join_button: Button
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@export var leave_button: Button
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@export var lobby_id_line_edit: LineEdit
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@export var start_button: Button
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@export var user_list_box: VBoxContainer
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@export var user_box_prefab: PackedScene
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@ -12,13 +11,14 @@ var added_users = []
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func _ready() -> void:
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host_button.pressed.connect(_on_host)
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join_button.pressed.connect(_on_join)
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leave_button.pressed.connect(_on_leave)
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start_button.pressed.connect(_on_start)
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NetworkManager.lobby_created.connect(_on_lobby_created)
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NetworkManager.lobby_joined.connect(_on_lobby_joined)
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NetworkManager.user_joined_lobby.connect(_on_user_joined_lobby)
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NetworkManager.user_left_lobby.connect(_on_user_left_lobby)
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NetworkManager.on_game_started.connect(_on_game_started)
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GameConsole.register_command(Command.new("update", update, [], "Updates the lobby UI"))
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@ -27,10 +27,6 @@ func _on_host():
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NetworkManager.host_lobby()
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func _on_join():
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NetworkManager.join_lobby(int(lobby_id_line_edit.text))
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func _on_leave():
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NetworkManager.leave_lobby()
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added_users.clear()
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@ -40,18 +36,14 @@ func _on_leave():
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func _on_lobby_created(lobby_id: int):
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print("Lobby created")
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lobby_id_line_edit.text = str(NetworkManager.lobby_id)
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host_button.disabled = true
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join_button.disabled = true
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leave_button.disabled = false
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lobby_id_line_edit.editable = false
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start_button.disabled = false
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func _on_lobby_joined(lobby_id: int):
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host_button.disabled = true
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join_button.disabled = true
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leave_button.disabled = false
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lobby_id_line_edit.editable = false
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func _on_user_joined_lobby(user_id: int):
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@ -67,6 +59,15 @@ func _on_user_left_lobby(user_id: int):
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update()
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func _on_start():
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NetworkManager.start_game()
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visible = false
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func _on_game_started():
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visible = false
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func update() -> void:
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for child in user_list_box.get_children():
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child.queue_free()
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@ -4,6 +4,10 @@ var player_tag: Label3D
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var username: String = ""
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var is_piloting: bool = false
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var is_network_authority: bool = false
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var network_uuid: String = ""
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var steam_id: int = 0
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@export_category("Player")
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@export_range(1, 35, 1) var speed: float = 5 # m/s
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@export_range(10, 400, 1) var acceleration: float = 100 # m/s^2
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@ -25,13 +29,22 @@ var jump_vel: Vector3 # Jumping velocity
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var current_ship: Ship
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var previous_global_position: Vector3
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var previous_global_rotation: Vector3
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func _ready() -> void:
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capture_mouse()
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NetworkManager.property_update_received.connect(_on_property_update)
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network_uuid = NetworkManager.register_node(self)
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player_tag = get_node("PlayerTag")
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player_tag.text = username
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if is_network_authority:
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camera.make_current()
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func _unhandled_input(event: InputEvent) -> void:
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if !is_network_authority: return
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if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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if event is InputEventMouseMotion:
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is_using_joystick = false
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@ -44,6 +57,7 @@ func _unhandled_input(event: InputEvent) -> void:
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func _input(event):
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if !is_network_authority: return
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if event.is_action_pressed("esc") and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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release_mouse()
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elif event.is_action_pressed("esc") and not Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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@ -51,6 +65,7 @@ func _input(event):
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func _physics_process(delta: float) -> void:
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if !is_network_authority: return
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if is_piloting and current_ship != null:
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global_rotation.y = current_ship.global_rotation.y
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velocity = Vector3.ZERO + _gravity(delta)
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@ -65,15 +80,30 @@ func _physics_process(delta: float) -> void:
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move_and_slide()
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func _process(delta: float) -> void:
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if !is_network_authority: return
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# If the global_position has changed, notify the NetworkManager
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if previous_global_position != global_position:
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NetworkManager.sync_property(network_uuid, "global_position", global_position)
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previous_global_position = global_position
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if previous_global_rotation != global_rotation:
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NetworkManager.sync_property(network_uuid, "global_rotation", global_rotation)
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previous_global_rotation = global_rotation
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func capture_mouse() -> void:
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if !is_network_authority: return
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func release_mouse() -> void:
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if !is_network_authority: return
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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func _rotate_camera(sens_mod: float = 1.0) -> void:
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if !is_network_authority: return
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var camera_sens_final = camera_sens
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if is_using_joystick:
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camera_sens_final = camera_sens * joystick_camera_sens_multiplier
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@ -113,7 +143,22 @@ func _jump(delta: float) -> Vector3:
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return jump_vel
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func player_entered_ship(ship_global_position: Vector3, ship: Ship):
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if !is_network_authority: return
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current_ship = ship
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print(ship.ship_id)
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print(global_position)
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func player_exited_ship(ship_global_position: Vector3, ship: Ship):
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if !is_network_authority: return
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current_ship = null
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print(ship.ship_id)
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print(global_position)
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func set_is_piloting(state: bool):
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if !is_network_authority: return
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is_piloting = state
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print("player is piloting: ", str(is_piloting))
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@ -124,3 +169,11 @@ func ship_entered(_ship: Ship):
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func ship_exited():
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current_ship = null
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func _on_property_update(node_id: String, property_name: String, value: Variant) -> void:
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if NetworkManager.node_map.has(node_id):
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var node = NetworkManager.node_map[node_id]
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node.set(property_name, value)
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else:
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printerr("Received property update but node_id is wrong? Expected " + str(network_uuid) + " but got " + str(node_id))
|
||||
|
Loading…
Reference in New Issue
Block a user