Simplified Network manager WIP
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extends Node
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const DEFAULT_PORT := 24565
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const MAX_CLIENTS := 7
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signal player_joined(peer_id: int)
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signal player_left(peer_id: int)
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signal session_started(is_server: bool)
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signal session_ended()
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signal connection_failed()
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# World hooks, registered by main.gd once the scene tree exists.
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var _world: Node = null
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var _players_spawner: MultiplayerSpawner = null
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var _items_spawner: MultiplayerSpawner = null
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var _content_root: Node = null
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func _ready() -> void:
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multiplayer.peer_connected.connect(_on_peer_connected)
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multiplayer.peer_disconnected.connect(_on_peer_disconnected)
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multiplayer.connected_to_server.connect(_on_connected_to_server)
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multiplayer.connection_failed.connect(_on_connection_failed)
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multiplayer.server_disconnected.connect(_on_server_disconnected)
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_handle_cmdline()
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# --- Public API ------------------------------------------------------------
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## Start hosting. The host is peer 1 and also plays (listen server).
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func host(port: int = DEFAULT_PORT) -> Error:
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var peer := ENetMultiplayerPeer.new()
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var err := peer.create_server(port, MAX_CLIENTS)
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if err != OK:
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print("NetworkManager HOST failed to create_server on port %d: %s" % [port, error_string(err)])
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return err
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multiplayer.multiplayer_peer = peer
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print("NetworkManager HOST started on port %d (peer id %d)" % [port, multiplayer.get_unique_id()])
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session_started.emit(true)
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return OK
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## Join an existing host.
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func join(address: String = "127.0.0.1", port: int = DEFAULT_PORT) -> Error:
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var peer := ENetMultiplayerPeer.new()
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var err := peer.create_client(address, port)
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if err != OK:
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print("NetworkManager JOIN failed to create_client %s:%d: %s" % [address, port, error_string(err)])
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return err
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multiplayer.multiplayer_peer = peer
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print("NetworkManager JOIN connecting to %s:%d ..." % [address, port])
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return OK
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## Leave the session and tear down transport.
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func leave() -> void:
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_go_offline()
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print("NetworkManager Session ended")
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session_ended.emit()
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# Restore Godot's default OfflineMultiplayerPeer (rather than leaving the peer
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# null), so is_multiplayer_authority()/get_unique_id() keep working while we are
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# back in single-player / menu state.
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func _go_offline() -> void:
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if multiplayer.multiplayer_peer:
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multiplayer.multiplayer_peer.close()
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multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()
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unregister_world()
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func is_server() -> bool:
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return is_online() and multiplayer.is_server()
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## True only when a real ENet session is active. Godot installs a default
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## OfflineMultiplayerPeer, so a non-null peer alone does not mean "online".
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func is_online() -> bool:
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var p := multiplayer.multiplayer_peer
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return p != null and not (p is OfflineMultiplayerPeer)
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## True on the machine that owns authoritative world logic: the server when
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## online, or the single player when offline. Station logic and spawning should
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## only run where this is true, so state has one source of truth.
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func owns_world() -> bool:
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return not is_online() or is_server()
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# --- Station work-progress seam -------------------------------------------
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## Reusable entry point for a client to contribute work to a station (e.g. a
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## future chopping/gesture station). The client detects the gesture locally and
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## calls this; the server validates and accumulates. Timer-driven stations like
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## the Hob don't need it, but it is the drop-in seam for input-driven ones.
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@rpc("any_peer", "reliable")
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func submit_work(station_path: NodePath, amount: float) -> void:
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if not is_server():
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return
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var station := get_node_or_null(station_path)
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if station and station.has_method("add_work"):
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print("NetworkManager submit_work: peer %d contributed %.2f to %s" % [multiplayer.get_remote_sender_id(), amount, station.name])
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station.add_work(multiplayer.get_remote_sender_id(), amount)
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## Called by the world scene once it's ready, passing its spawners. Must run
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## before world_ready()/host()/join() on every peer so the custom spawn
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## function is installed before any spawn packet can arrive.
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func register_world(world: Node, players_spawner: MultiplayerSpawner, items_spawner: MultiplayerSpawner) -> void:
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_world = world
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_players_spawner = players_spawner
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_items_spawner = items_spawner
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_content_root = items_spawner.get_node(items_spawner.spawn_path) if items_spawner else world
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print("NetworkManager World registered (players_spawner=%s items_spawner=%s)" % [str(players_spawner != null), str(items_spawner != null)])
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## Called when the world scene goes away (disconnect, leaving the session) so
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## the autoload doesn't hold stale/freed references across a scene reload.
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func unregister_world() -> void:
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_world = null
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_content_root = null
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_players_spawner = null
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_items_spawner = null
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# --- Session signal handlers ----------------------------------------------
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func _on_peer_connected(peer_id: int) -> void:
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print("NetworkManager peer_connected: %d" % peer_id)
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# Only the server reacts by materialising that peer's player.
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if is_server():
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print("NetworkManager player_present: %d" % peer_id)
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player_joined.emit(peer_id)
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func _on_peer_disconnected(peer_id: int) -> void:
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print("NetworkManager peer_disconnected: %d" % peer_id)
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if is_server():
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print("NetworkManager player_absent: %d" % peer_id)
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player_left.emit(peer_id)
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func _on_connected_to_server() -> void:
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print("NetworkManager connected_to_server (my id=%d)" % multiplayer.get_unique_id())
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session_started.emit(false)
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func _on_connection_failed() -> void:
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print("NetworkManager connection_failed")
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_go_offline()
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connection_failed.emit()
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func _on_server_disconnected() -> void:
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print("NetworkManager server_disconnected")
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_go_offline()
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session_ended.emit()
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# --- Command-line driven test bootstrap -----------------------------------
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func _handle_cmdline() -> void:
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var args := OS.get_cmdline_user_args()
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if args.has("--server"):
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print("NetworkManager cmdline: --server")
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host()
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elif args.has("--join"):
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var idx := args.find("--join")
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var addr := "127.0.0.1"
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if idx + 1 < args.size():
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addr = args[idx + 1]
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print("NetworkManager cmdline: --join %s" % addr)
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join(addr)
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