Milestone 7 Beta 1

Redid the entire serverside and clientside, matchmaking is finally out, bugfixes.
This commit is contained in:
patrick_pluto 2024-08-08 21:49:24 +02:00
commit 699320353a
16 changed files with 324 additions and 266 deletions

View file

@ -9,177 +9,6 @@
extends Node
const DEFAULT_SERVER_IP = "127.0.0.1"
const PORT = 36969
const MAX_CONNECTIONS = 16
var players = {}
var players_numbered = []
var label
var map
var character = preload("res://objects/player.tscn")
var is_server = false
var first_joined = true
var game_master = "debug"
var map_name = "mansion"
var offline
func _ready():
offline = multiplayer.multiplayer_peer
multiplayer.peer_disconnected.connect(_on_player_disconnected)
multiplayer.server_disconnected.connect(_on_server_disconnected)
func _on_player_disconnected(id):
players.erase(id)
if (players.is_empty() or id == game_master) and multiplayer.is_server():
get_tree().quit()
var x = 0
if !multiplayer.is_server():
for i in players_numbered:
if i == id:
var current_character = get_tree().root.get_node("./"+map_name+"/player"+str(x))
if current_character.hp == 0:
Game.dead -= 1
elif current_character.is_frozen:
Game.frozen -= 1
elif current_character.beast:
Game.player_escaped = true
Game.players = 0
else:
Game.players -= 1
current_character.free()
x += 1
func _on_server_disconnected():
Server.reset()
Game.reset()
get_tree().change_scene_to_file("res://menus/main_menu.tscn")
func reset():
players = {}
players_numbered = []
label = null
map = null
is_server = false
first_joined = true
game_master = "debug"
character = preload("res://objects/player.tscn")
if multiplayer != null:
multiplayer.multiplayer_peer = offline
func join_game(ip):
var peer = ENetMultiplayerPeer.new()
var error = peer.create_client(ip, PORT)
if error:
return error
multiplayer.multiplayer_peer = peer
func create_game():
var peer = ENetMultiplayerPeer.new()
var error = peer.create_server(PORT, MAX_CONNECTIONS)
if error:
return error
multiplayer.multiplayer_peer = peer
func _process(delta):
if multiplayer.is_server():
make_host.rpc(game_master)
@rpc("authority","call_remote","reliable")
func make_host(id):
first_joined = false
game_master = id
if str(multiplayer.get_unique_id()) == str(game_master):
is_server = true
else:
is_server = false
@rpc("any_peer", "call_remote", "reliable")
func sync_playerlist(text, host):
if !multiplayer.is_server() and (multiplayer.get_remote_sender_id() == game_master or multiplayer.get_remote_sender_id() == 0):
get_tree().root.get_node("create/player_list/list").text = text
@rpc("any_peer", "call_local", "reliable")
func send_playerinfo(player_name, id):
if !multiplayer.is_server():
if is_server:
var done = 0
players[id] = player_name
label = get_tree().root.get_node("create/player_list/list")
label.text = ""
for w in players:
if done == 1:
label.text = str(label.text +"\n" + players[w])
else:
label.text = players[w]
done = 1
else:
players[id] = player_name
if first_joined:
first_joined = false
game_master = id
is_server = true
@rpc("any_peer", "call_local", "reliable")
func start_game(server_players):
if !multiplayer.is_server() and (multiplayer.get_remote_sender_id() == game_master or multiplayer.get_remote_sender_id() == 0):
players = server_players
players_numbered = players.keys()
var success = get_tree().change_scene_to_file("res://maps/"+map_name+".tscn")
while !get_tree().root.has_node("./"+map_name+"/"):
await get_tree().create_timer(0.001).timeout
map = get_tree().root.get_node("./"+map_name+"/")
var i = 0
for w in players:
var player = character.instantiate()
player.name = "player" + str(i)
i += 1
player.position.z = -i*2.5
player.position.y = 1
map.add_child(player)
if Server.is_server:
var random = randi() % Server.players.size()
sync_beast.rpc(random)
Game.apply_settings()
@rpc("any_peer", "call_remote", "unreliable")
func sync_player(node_name, position, rotation):
if !multiplayer.is_server():
var current_character = get_tree().root.get_node("./"+map_name+"/"+node_name)
current_character.position = position
current_character.rotation = rotation
@rpc("any_peer", "call_remote", "unreliable")
func sync_hammer(node_name, rotation):
if !multiplayer.is_server():
var current_character = get_tree().root.get_node("./"+map_name+"/"+node_name+"/hammer")
current_character.rotation = rotation
@rpc("any_peer", "call_local", "reliable")
func sync_computers(node_name, current):
if !multiplayer.is_server() and (multiplayer.get_remote_sender_id() == game_master or multiplayer.get_remote_sender_id() == 0):
var current_character = get_tree().root.get_node("./"+map_name+"/computers/"+node_name)
current_character.current = current
@rpc("any_peer", "call_local", "reliable")
func sync_beast(player):
if !multiplayer.is_server() and (multiplayer.get_remote_sender_id() == game_master or multiplayer.get_remote_sender_id() == 0):
while !get_tree().root.has_node("./"+map_name+"/player"+str(player)):
await get_tree().create_timer(0.001).timeout
var current_character = get_tree().root.get_node("./"+map_name+"/player"+str(player))
current_character.beast_init()
@rpc("any_peer", "call_local", "reliable")
func player_hit(target, beast):
if !multiplayer.is_server():
target = get_tree().root.get_node("./"+map_name+"/"+target)
beast = get_tree().root.get_node("./"+map_name+"/"+beast)
if !target.is_frozen:
target.captured(beast)
beast.got_one(target)
func elevate():
Game.is_server = true