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
parent 9de67986dd
commit 699320353a
16 changed files with 324 additions and 266 deletions

File diff suppressed because one or more lines are too long

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@ -33,14 +33,6 @@ theme_override_font_sizes/font_size = 96
text = "FreeFTF"
horizontal_alignment = 1
[node name="create" type="Button" parent="main_content"]
visible = false
layout_mode = 2
size_flags_vertical = 0
theme_override_font_sizes/font_size = 32
disabled = true
text = "Create Lobby"
[node name="join" type="Button" parent="main_content"]
layout_mode = 2
size_flags_vertical = 8
@ -74,10 +66,9 @@ grow_vertical = 0
[node name="Label" type="Label" parent="ver_string"]
layout_mode = 2
theme_override_font_sizes/font_size = 32
text = "M6 B2"
text = "M7 B1"
horizontal_alignment = 2
[connection signal="pressed" from="main_content/create" to="." method="_on_create_pressed"]
[connection signal="pressed" from="main_content/join" to="." method="_on_join_pressed"]
[connection signal="pressed" from="main_content/settings" to="." method="_on_settings_pressed"]
[connection signal="pressed" from="main_content/matchmaking" to="." method="_on_matchmaking_pressed"]

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@ -16,8 +16,10 @@ config/features=PackedStringArray("4.2", "Forward Plus")
[autoload]
Game="*res://scripts/game.gd"
Matchmaking="*res://scripts/matchmaking.gd"
Server="*res://scripts/server.gd"
Client="*res://scripts/client.gd"
Game="*res://scripts/game.gd"
Save="*res://scripts/save.gd"
Load="*res://scripts/load.gd"

101
scripts/client.gd Normal file
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@ -0,0 +1,101 @@
## freeftf
## Copyright (C) 2024 Patrick_Pluto
##
## This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
##
## This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
##
## You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
extends Node
var offline
func _ready():
offline = multiplayer.multiplayer_peer
multiplayer.server_disconnected.connect(_on_server_disconnected)
func join_game():
var peer = ENetMultiplayerPeer.new()
peer.create_client(Game.ip, Game.port)
multiplayer.multiplayer_peer = peer
func is_valid(sender_id, must_be_from_owner):
if must_be_from_owner:
if sender_id == Game.player_list.keys()[0] or Game.is_server:
return true
for id in Game.player_list:
if sender_id == id:
return true
if sender_id == 0 or sender_id == 1:
return true
return false
func _on_server_disconnected():
Game.reset()
get_tree().change_scene_to_file("res://menus/main_menu.tscn")
@rpc("authority","call_remote","reliable")
func _on_player_disconnected(id):
var x = 0
for i in Game.player_list:
if i == id:
var current_character = get_tree().root.get_node("./"+Game.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
print("found")
await get_tree().create_timer(0.5).timeout
current_character.free()
print("freed")
x += 1
Game.player_list.erase(id)
@rpc("authority","call_remote","reliable")
func room_closed():
_on_server_disconnected()
@rpc("authority","call_remote","reliable")
func send_playerinfo():
Matchmaking.rpc_id(1,"recieve_playerinfo",Game.player_name,Game.room_name)
@rpc("authority","call_remote","reliable")
func get_player_list(server_player_list):
Game.player_list = server_player_list
@rpc("any_peer", "call_local", "reliable")
func start_game():
if is_valid(multiplayer.get_remote_sender_id(), true):
Game.start_game()
@rpc("any_peer", "call_local", "reliable")
func player_hit(target, beast):
if is_valid(multiplayer.get_remote_sender_id(), false):
Game.player_hit(target, beast)
@rpc("any_peer", "call_local", "unreliable")
func sync_player(node_name, position, rotation):
if is_valid(multiplayer.get_remote_sender_id(), false):
Game.sync_player(node_name, position, rotation)
@rpc("any_peer", "call_local", "unreliable")
func sync_hammer(node_name, rotation):
if is_valid(multiplayer.get_remote_sender_id(), false):
Game.sync_hammer(node_name, rotation)
@rpc("any_peer", "call_local", "reliable")
func sync_computers(node_name, current):
if is_valid(multiplayer.get_remote_sender_id(), true):
Game.sync_computers(node_name, current)
@rpc("any_peer", "call_local", "reliable")
func sync_beast(player):
if is_valid(multiplayer.get_remote_sender_id(), true):
Game.sync_beast(player)

View file

@ -20,9 +20,10 @@ func _ready():
Game.computers += 1
func _on_computer_tick_timeout():
if Server.is_server:
if Game.is_server:
current += (pc_occupied[0] + pc_occupied[1] + pc_occupied[2])
Server.sync_computers.rpc(name, current)
for id in Game.player_list:
Client.rpc_id(id,"sync_computers",name, current)
if current >= TARGET:
current = "Complete"
$computer_tick.stop()

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@ -10,10 +10,13 @@
extends Control
var elevated = false
var done
func _ready():
multiplayer.connected_to_server.connect(_on_connected_ok)
if Server.is_server:
func server_prepare():
if Game.is_server:
$player_customization/ip.hide()
$player_customization/ip.text = "localhost"
$player_customization/ip.editable = false
@ -21,34 +24,35 @@ func _ready():
$start/start.disabled = false
$player_list/list.text = " "
func _process(delta):
if Server.is_server:
Server.sync_playerlist.rpc($player_list/list.text, multiplayer.get_unique_id())
if Server.is_server and !elevated:
_ready()
Server.send_playerinfo($player_customization/name.text, multiplayer.get_unique_id())
elevated = true
func _process(_delta):
server_prepare()
done = 0
for id in Game.player_list:
if done == 1:
$player_list/list.text = str($player_list/list.text +"\n" + Game.player_list[id])
else:
$player_list/list.text = Game.player_list[id]
done = 1
func _on_start_pressed():
Server.start_game.rpc(Server.players)
for id in Game.player_list:
Client.rpc_id(id,"start_game")
func _input(event):
func _input(_event):
if Input.is_action_just_pressed("escape"):
Game.reset()
Server.reset()
get_tree().change_scene_to_file("res://menus/main_menu.tscn")
func _on_join_pressed():
if $player_customization/name.text != "" and $player_customization/name.text.length() <= 20 and $player_customization/ip.text != "":
if !Server.is_server:
Server.join_game($player_customization/ip.text)
Game.room_name = $player_customization/ip.text
Game.player_name = $player_customization/name.text
Client.join_game()
func _on_connected_ok():
$player_customization/join.hide()
$player_customization/join.disabled = true
$player_customization/name.editable = false
$player_customization/ip.editable = false
await get_tree().create_timer(1).timeout
Server.send_playerinfo.rpc($player_customization/name.text, multiplayer.get_unique_id())

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@ -13,7 +13,7 @@ var trapped_body
var occupied = false
var living = true
func _process(delta):
func _process(_delta):
if occupied:
trapped_body.position = global_position
if occupied and trapped_body.hp == 0 and living:

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@ -9,7 +9,7 @@
extends Node
var settings = {"save_version" = 2, "fps_counter" = 1}
var settings = {"save_version" = 2, "fps_counter" = 1, "port" = 35000, "ip" = "127.0.0.1"}
var computers = 0
var players = 0
var map_name = "mansion"
@ -19,6 +19,14 @@ var dead = 0
var escaped = 0
var player_escaped = false
var is_beast = false
var character = preload("res://objects/player.tscn")
# Server Variables
var port = 35000
var ip = "127.0.0.1"
var player_name
var room_name
var is_server = false
var player_list = {}
func _ready():
if FileAccess.file_exists("user://settings.json"):
@ -48,7 +56,7 @@ func has_escaped():
players -= 1
escaped += 1
func _process(delta):
func _process(_delta):
if is_running and players <= 0:
get_tree().change_scene_to_file("res://menus/result.tscn")
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
@ -63,12 +71,62 @@ func reset():
escaped = 0
player_escaped = false
is_beast = false
player_name = null
player_list = {}
room_name = null
is_server = false
multiplayer.multiplayer_peer = Client.offline
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
func save_setting(setting_name, value):
settings[setting_name] = value
Save.saveJSON("user://settings.json", settings)
func apply_settings():
players = Server.players_numbered.size() - 1
players = player_list.size() - 1
is_running = true
func start_game():
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
var map = get_tree().root.get_node("./"+map_name+"/")
var i = 0
for w in player_list:
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 is_server:
var random = randi() % player_list.size()
for id in player_list:
Client.rpc_id(id,"sync_beast",random)
apply_settings()
func player_hit(target, beast):
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 sync_player(node_name, position, rotation):
var current_character = get_tree().root.get_node("./"+map_name+"/"+node_name)
current_character.position = position
current_character.rotation = rotation
func sync_hammer(node_name, rotation):
var current_character = get_tree().root.get_node("./"+map_name+"/"+node_name+"/hammer")
current_character.rotation = rotation
func sync_computers(node_name, current):
var current_character = get_tree().root.get_node("./"+map_name+"/computers/"+node_name)
current_character.current = current
func sync_beast(player):
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()

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@ -13,7 +13,6 @@ extends Control
func _on_button_pressed():
Game.reset()
Server.reset()
get_tree().change_scene_to_file("res://menus/main_menu.tscn")
queue_free()

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@ -14,17 +14,12 @@ func matchmaking():
func _ready():
Game.reset()
Server.reset()
if !OS.is_debug_build():
$main_content/matchmaking.hide()
$main_content/matchmaking.disabled = true
if DisplayServer.get_name() == "headless":
_on_matchmaking_pressed()
func _on_create_pressed():
get_tree().change_scene_to_file("res://menus/create.tscn")
func _on_join_pressed():
get_tree().change_scene_to_file("res://menus/create.tscn")
@ -35,6 +30,6 @@ func _on_settings_pressed():
func _on_matchmaking_pressed():
Server.create_game()
Matchmaking.create_game()
matchmaking()

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@ -10,6 +10,6 @@
extends Control
func _process(delta):
func _process(_delta):
if Input.is_action_just_pressed("escape"):
get_tree().change_scene_to_file("res://menus/main_menu.tscn")

70
scripts/matchmaking.gd Normal file
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@ -0,0 +1,70 @@
## freeftf
## Copyright (C) 2024 Patrick_Pluto
##
## This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
##
## This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
##
## You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
extends Node
const PORT = 35000
const MAX_CONNECTIONS = 256
var game_rooms = {}
var player_associations = {}
var name_associations = {}
func _ready():
multiplayer.peer_disconnected.connect(_on_player_disconnected)
multiplayer.peer_connected.connect(_on_player_connected)
func create_game():
var peer = ENetMultiplayerPeer.new()
var error = peer.create_server(PORT, MAX_CONNECTIONS)
if error:
return error
multiplayer.multiplayer_peer = peer
func _on_player_disconnected(id):
if multiplayer.is_server():
var room_name = player_associations[id]
var player_list = create_player_list(room_name)
if game_rooms.has(room_name) and game_rooms[room_name] == id:
for p in player_list:
Client.rpc_id(p,"room_closed")
game_rooms.erase(room_name)
else:
for p in player_list:
Client.rpc_id(p,"_on_player_disconnected",id)
player_associations.erase(id)
name_associations.erase(id)
func _on_player_connected(id):
if multiplayer.is_server():
Client.rpc_id(id,"send_playerinfo")
func create_player_list(room_name):
var player_list = {}
for player in player_associations:
if player_associations[player] == room_name:
player_list[player] = name_associations[player]
return player_list
@rpc("any_peer","call_remote","reliable")
func recieve_playerinfo(player_name, room_name):
var exists = false
var id = multiplayer.get_remote_sender_id()
for game_room in game_rooms:
if game_room == room_name:
exists = true
player_associations[id] = room_name
name_associations[id] = player_name
if !exists:
game_rooms[room_name] = id
Server.rpc_id(id,"elevate")
var player_list = create_player_list(room_name)
for p in player_list:
Client.rpc_id(p,"get_player_list",player_list)

View file

@ -10,7 +10,7 @@
extends CharacterBody3D
var jump_velocity = 6
var jump_velocity = 12
var speed = 7
var zoom = 0
var player_no
@ -32,9 +32,9 @@ var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
func _ready():
player_no = Game.players
$nametag.text = Server.players[Server.players_numbered[player_no]]
$nametag.text = Game.player_list[Game.player_list.keys()[player_no]]
Game.players += 1
if Server.players_numbered[player_no] == multiplayer.get_unique_id():
if Game.player_list.keys()[player_no] == multiplayer.get_unique_id():
if Game.settings["fps_counter"] == 1:
$fps_counter.show()
$health.show()
@ -50,11 +50,6 @@ func _physics_process(delta):
if not is_on_floor():
velocity.y -= gravity * delta
if Input.is_action_just_pressed("jump") and is_on_floor() and $jump_timeout.is_stopped():
if beast:
speed -= 5
$jump_timeout.start()
velocity.y = jump_velocity
if Input.is_action_just_pressed("crouch") and !beast:
if $collision.rotation.x == 0:
@ -69,10 +64,12 @@ func _physics_process(delta):
if Input.is_action_pressed("click") and $hammer.rotation_degrees.x > -90:
$hammer.rotation_degrees.x -= 5
Server.sync_hammer.rpc(name, $hammer.rotation)
for id in Game.player_list:
Client.rpc_id(id,"sync_hammer",name, $hammer.rotation)
elif $hammer.rotation_degrees.x < 0 and !Input.is_action_pressed("click"):
$hammer.rotation_degrees.x += 5
Server.sync_hammer.rpc(name, $hammer.rotation)
for id in Game.player_list:
Client.rpc_id(id,"sync_hammer",name, $hammer.rotation)
var input_dir = Input.get_vector("left", "right", "forwards", "backwards")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
@ -83,10 +80,20 @@ func _physics_process(delta):
velocity.x = move_toward(velocity.x, 0, speed)
velocity.z = move_toward(velocity.z, 0, speed)
if Input.is_action_just_pressed("jump") and is_on_floor() and $jump_timeout.is_stopped():
if beast:
speed -= 5
$jump_timeout.start()
if velocity.x == 0 or velocity.y == 0:
velocity.y = jump_velocity
else:
velocity.y = jump_velocity/2
move_and_slide()
if !npc:
Server.sync_player.rpc(name, position, rotation)
for id in Game.player_list:
Client.rpc_id(id,"sync_player",name, position, rotation)
if mouse_locked and !has_node("./game_menu"):
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
else:
@ -133,7 +140,8 @@ func beast_init():
func _on_detect_hit_body_entered(body):
if enabled and body is CharacterBody3D and !got_person:
Server.player_hit.rpc(body.name, name)
for id in Game.player_list:
Client.rpc_id(id,"player_hit",body.name, name)
func captured(beast2):
if !npc:

View file

@ -16,6 +16,6 @@ func _ready():
$VBoxContainer/Label.text = "You Lose"
func _process(delta):
func _process(_delta):
if Input.is_action_just_pressed("escape"):
get_tree().change_scene_to_file("res://menus/main_menu.tscn")

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

View file

@ -17,7 +17,7 @@ func _on_body_entered(body):
$mapcam.active
Game.has_escaped()
func _process(delta):
func _process(_delta):
if Game.computers == 0:
$CSGBox3D.show()
else: