Fix queue in multiplayer

This commit is contained in:
JonShard
2026-08-20 11:18:38 +02:00
parent 655751e5bd
commit 6432dca31a
7 changed files with 51 additions and 36 deletions
+15 -5
View File
@@ -11,16 +11,21 @@ var customers_served: int = 0
func _ready() -> void:
GameManager.set_game_state(GameManager.GameState.BUILDING)
Signals.game_state_changed.connect(_on_game_state_changed)
Signals.table_satisfied.connect(_on_table_statisfied)
func _on_game_state_changed(new_state: GameManager.GameState) -> void:
if new_state == GameManager.GameState.RUNNING:
start_next_day()
func _on_table_statisfied(_table: Table) -> void:
customers_served += 1
SweetLogger.info("Spawned: {0} served: {1}, per_day: {2} time_remaining: {3}, progress: {4}", [customers_spawned, customers_served, GameManager.customers_per_day, snappedf(day_time_remaining, 0.1), snappedf(get_day_progression(), 0.1)])
# Returns 0-1 progress of the day time
func get_day_progression() -> float:
return 1 - (day_time_remaining / GameManager.day_length_seconds)
return clampf(1 - (day_time_remaining / GameManager.day_length_seconds), 0.0, 1.0)
func _reset_values() -> void:
@@ -39,18 +44,23 @@ func start_next_day() -> void:
func finish_current_day() -> void:
SweetLogger.info("Finishing current day")
_reset_values()
GameManager.set_game_state(GameManager.GameState.BUILDING)
func _process(delta: float) -> void:
if not NetworkManager.owns_world():
return
if GameManager.game_state != GameManager.GameState.RUNNING:
return
day_time_remaining -= delta
if day_time_remaining > 0:
day_time_remaining -= delta
day_time_remaining = max(0, day_time_remaining)
var customers_at_this_time = GameManager.customers_per_day * get_day_progression()
#print("DayController: customers_at_this_time: ", customers_at_this_time)
if customers_spawned < customers_at_this_time:
customers_spawned += 1
SweetLogger.info("Spawning customer")
SweetLogger.info("Requesting to spawn customer")
Signals.request_customer_spawn.emit()
# If day complete
if GameManager.customers_per_day == customers_served and customers_spawned == GameManager.customers_per_day:
+19 -11
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@@ -6,10 +6,10 @@ extends Node3D
@export var progress_bar_3d: ProgressBar3D
@export var label_3d: Label3D
var _customers: Array[float] = [] # Temp. Array of their patience
var _tables: Array[Node3D] = []
func _ready() -> void:
progress_bar_3d.override_fill_color(Color.YELLOW)
progress_bar_3d.exponential = true
@@ -21,6 +21,7 @@ func _on_game_state_changed(new_state: GameManager.GameState) -> void:
if new_state == GameManager.GameState.RUNNING:
_rebuild_table_list()
func _on_request_customer_spawn() -> void:
spawn_customer()
@@ -44,20 +45,27 @@ func _try_to_assign_customers() -> void:
break
func _update_clients_display() -> void:
if not _customers.is_empty():
everyone_set_queue_info.rpc("Customers in queue: " + str(_customers.size()), _customers.front() / queue_patience)
else:
everyone_set_queue_info.rpc("No Customers", 0)
@rpc("authority", "call_local", "unreliable")
func everyone_set_queue_info(label_text: String, progress: float) -> void:
label_3d.text = label_text
progress_bar_3d.set_progress(progress)
func _process(delta: float) -> void:
if not NetworkManager.owns_world():
return
# Process customers patience
for i in range(0, _customers.size()):
_customers[i] -= delta
if _customers[i] <= 0:
SweetLogger.info("Customer patience ran out, game over")
GameManager.game_over()
_try_to_assign_customers()
# Update visuals
if not _customers.is_empty():
label_3d.text = "Customers in queue: " + str(_customers.size())
progress_bar_3d.set_progress(_customers.front() / queue_patience)
else:
progress_bar_3d.set_progress(0)
label_3d.text = "No Customers"
_update_clients_display()
+2 -4
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@@ -200,10 +200,6 @@ func _on_object_dropped(_item) -> void:
_unsatisfied_orders.append(food_item.id)
# original : burger cube, cube
# unsatisfied : burger cube
# table :
# There is no on_stay signal, we have to track player with bool
func _on_player_enter(_body):
_players_count += 1
@@ -358,6 +354,8 @@ func _state_end(oldState: TableState):
clearAllFood()
_set_snap_zones_enabled(true)
_set_state(TableState.EMPTY)
SweetLogger.info("Table satisfied, emitting signal")
Signals.table_satisfied.emit(self)
TableState.ORDERING, TableState.WAITING_PRIMARY, TableState.WAITING_FRIEND:
SweetLogger.info("{0}: order timed out in state {1}, game over", [name, TableState.keys()[oldState]])
+2 -2
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@@ -1,6 +1,6 @@
extends Node
const enable_debug = true
const enable_debug = false
var frame_count = 0
# Inside SweetLogger or a static helper class:
static func get_current_function_name() -> String:
@@ -98,7 +98,7 @@ const TIMESTAMP_BG_COLOR = "#1e3a5f"
#===================================================================================#
## Column widths for alignment (in characters)
const PEER_ID_COLUMN_WIDTH = 6
const LOG_TYPE_COLUMN_WIDTH = 12
const LOG_TYPE_COLUMN_WIDTH = 13
## Default mm:ss:ms; with SHOW_TIMESTAMP_HOURS, hh:mm:ss:ms
const TIMESTAMP_COLUMN_WIDTH_MMSSMS = 9
const TIMESTAMP_COLUMN_WIDTH_HHMMSSMS = 12
+4
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@@ -19,6 +19,10 @@
- Freshness
- Fullbody tracking (Height calibration)
### Bugs
- Plate not locked on clinets by table
- Rare times, plate not cleared / has buger on it after table eaten. New customer didn't accept it, so must have been empty, but server and client visuals had burger on plate.
- Table does not accept clinet that was already in player detect zone
### Station inheritence suggestion
Station
+2 -2
View File
@@ -21,7 +21,7 @@ func server_set_money(value: int) -> void: set_money(value)
func client_sync_money(value: int) -> void: money = value
var day_number: int = 1:
var day_number: int = 0:
get:
return day_number
@@ -110,7 +110,7 @@ func client_sync_day_length_seconds(value: float) -> void:
day_length_seconds = value
var customers_per_day: float = 5.0:
var customers_per_day: float = 3.0:
get:
return customers_per_day
+6 -11
View File
@@ -1,12 +1,7 @@
extends Node
@warning_ignore("unused_signal")
signal game_over
@warning_ignore("unused_signal")
signal restart_game
@warning_ignore("unused_signal")
signal game_state_changed(new_state: GameManager.GameState)
@warning_ignore("unused_signal")
signal station_bought(instance: Node3D)
@warning_ignore("unused_signal")
signal request_customer_spawn()
@warning_ignore("unused_signal") signal game_over
@warning_ignore("unused_signal") signal restart_game
@warning_ignore("unused_signal") signal game_state_changed(new_state: GameManager.GameState)
@warning_ignore("unused_signal") signal station_bought(instance: Node3D)
@warning_ignore("unused_signal") signal request_customer_spawn()
@warning_ignore("unused_signal") signal table_satisfied(table: Table)