Fix gamemanager state syncing

This commit is contained in:
JonShard
2026-08-10 10:23:38 +02:00
parent 513ad23e09
commit dbaad35e50
7 changed files with 160 additions and 89 deletions
+2 -2
View File
@@ -112,8 +112,8 @@ func _populate_world_if_owner() -> void:
func _init_recipes():
GameManager.meals_in_play = ["hamburger"]
GameManager.sides_in_play = ["cube"]
GameManager.set_meals_in_play(["hamburger"])
GameManager.set_sides_in_play(["cube"])
# Free the authored template nodes. Done immediately rather than with
+3 -3
View File
@@ -9,7 +9,7 @@ var customers_served: int = 0
func _ready() -> void:
GameManager.game_state = GameManager.GameState.BUILDING
GameManager.set_game_state(GameManager.GameState.BUILDING)
Signals.game_state_changed.connect(_on_game_state_changed)
@@ -32,8 +32,8 @@ func _reset_values() -> void:
func start_next_day() -> void:
print("DayController: start_next_day")
_reset_values()
GameManager.customers_per_day += GameManager.customers_count_increase_per_day
GameManager.day_number += 1
GameManager.set_customers_per_day(GameManager.customers_per_day + GameManager.customers_count_increase_per_day)
GameManager.set_day_number(GameManager.day_number + 1)
func finish_current_day() -> void:
+2 -2
View File
@@ -250,9 +250,9 @@ func _collect_money_from_food():
var food_item: FoodItem = Helper.find_food_item(held_object)
if plate:
for fi: FoodItem in plate.get_food_items():
GameManager.money += fi.sell_value
GameManager.set_money(GameManager.money + fi.sell_value)
elif food_item:
GameManager.money += food_item.sell_value
GameManager.set_money(GameManager.money + food_item.sell_value)
print("Table _collect_money_from_food(), money: ", GameManager.money)
+3 -2
View File
@@ -22,7 +22,8 @@ func _on_button_pressed() -> void:
func _buy_station() -> void:
GameManager.money -= cost
print("ShopStationButton _buy_station:, ", "cost=", cost, " current money=", GameManager.money)
GameManager.set_money(GameManager.money - cost)
var transform = Helper.get_snapped_transform(XRHelpers.get_xr_origin(self).get_node_or_null("PlayerBody"))
var forward: Vector3 = -transform.basis.z.normalized()
transform.origin += (forward * 0.6)
@@ -33,7 +34,7 @@ func _buy_station() -> void:
Signals.station_bought.emit(instance)
@rpc("reliable")
@rpc("any_peer", "call_remote", "reliable")
func _ask_server_to_spawn(station_scene_path, transform):
NetworkManager.spawn_item(station_scene_path, transform)
+4
View File
@@ -34,6 +34,8 @@ func toggle_shop():
if GameManager.game_state == GameManager.GameState.BUILDING:
print("Shop UI toggle shop")
enabled = !enabled
print ("Shop UI _process: money=", GameManager.money, " label text=", money_label.text)
func _set_enabled(value: bool) -> void:
@@ -77,6 +79,8 @@ func _on_other_controller_button_pressed(button_name: String) -> void:
func _on_station_bought(_instance) -> void:
enabled = false
money_label.text = str(GameManager.money) + "$"
print("Shop UI _on_station_bought: new money: ", GameManager.money)
func detect_hand_from_xr_ancestor() -> void:
+141 -75
View File
@@ -3,140 +3,199 @@ extends Node
const STAR_DAY_FREQUENCY: int = 3
var money: int = 1000:
get:
return money
set(value):
if not multiplayer.is_server():
push_warning("Clients cannot modify money directly.")
return
money = max(0, value)
_sync_money.rpc(money)
get: return money
@rpc("authority", "call_remote", "reliable") # Server updates clients
func _sync_money(new_amount: int) -> void:
money = new_amount
func set_money(value):
if multiplayer.is_server():
money = max(0,value)
client_sync_money.rpc(money)
print("GameManager: set_money money set to ", money)
else:
print("GameManager: set_money client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set money directly, sending request to server")
server_set_money.rpc_id(1, value)
@rpc("any_peer", "call_remote", "reliable") # CLIENT -> SERVER: Request a change
func server_set_money(value: int) -> void: set_money(value)
@rpc("authority", "call_remote", "reliable") # SERVER -> CLIENTS: Replicate new change
func client_sync_money(value: int) -> void: money = value
var day_number: int = 1:
get:
return day_number
set(value):
if not multiplayer.is_server():
push_warning("Clients cannot modify day_number directly.")
return
func set_day_number(value: int) -> void:
if multiplayer.is_server():
day_number = value
_sync_day_number.rpc(day_number)
client_sync_day_number.rpc(day_number)
print("GameManager: set_day_number day_number set to ", day_number)
else:
print("GameManager: set_day_number client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set day_number directly, sending request to server")
server_set_day_number.rpc_id(1, value)
@rpc("any_peer", "call_remote", "reliable")
func server_set_day_number(value: int) -> void:
set_day_number(value)
@rpc("authority", "call_remote", "reliable")
func _sync_day_number(new_value: int) -> void:
day_number = new_value
func client_sync_day_number(value: int) -> void:
day_number = value
var meals_in_play: Array[String] = []:
get:
return meals_in_play
set(value):
if not multiplayer.is_server():
push_warning("Clients cannot modify meals_in_play directly.")
return
func set_meals_in_play(value: Array[String]) -> void:
if multiplayer.is_server():
meals_in_play = value
_sync_meals_in_play.rpc(meals_in_play)
client_sync_meals_in_play.rpc(meals_in_play)
print("GameManager: set_meals_in_play meals_in_play set to ", meals_in_play)
else:
print("GameManager: set_meals_in_play client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set meals_in_play directly, sending request to server")
server_set_meals_in_play.rpc_id(1, value)
@rpc("any_peer", "call_remote", "reliable")
func server_set_meals_in_play(value: Array[String]) -> void:
set_meals_in_play(value)
@rpc("authority", "call_remote", "reliable")
func _sync_meals_in_play(new_value: Array[String]) -> void:
meals_in_play = new_value
func client_sync_meals_in_play(value: Array[String]) -> void:
meals_in_play = value
var sides_in_play: Array[String] = []:
get:
return sides_in_play
set(value):
if not multiplayer.is_server():
push_warning("Clients cannot modify sides_in_play directly.")
return
func set_sides_in_play(value: Array[String]) -> void:
if multiplayer.is_server():
sides_in_play = value
_sync_sides_in_play.rpc(sides_in_play)
client_sync_sides_in_play.rpc(sides_in_play)
print("GameManager: set_sides_in_play sides_in_play set to ", sides_in_play)
else:
print("GameManager: set_sides_in_play client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set sides_in_play directly, sending request to server")
server_set_sides_in_play.rpc_id(1, value)
@rpc("any_peer", "call_remote", "reliable")
func server_set_sides_in_play(value: Array[String]) -> void:
set_sides_in_play(value)
@rpc("authority", "call_remote", "reliable")
func _sync_sides_in_play(new_value: Array[String]) -> void:
sides_in_play = new_value
func client_sync_sides_in_play(value: Array[String]) -> void:
sides_in_play = value
# GameConfig - difficulty settings
var day_length_seconds: float = 60.0:
get:
return day_length_seconds
set(value):
if not multiplayer.is_server():
push_warning("Clients cannot modify day_length_seconds directly.")
return
func set_day_length_seconds(value: float) -> void:
if multiplayer.is_server():
day_length_seconds = value
_sync_day_length_seconds.rpc(day_length_seconds)
client_sync_day_length_seconds.rpc(day_length_seconds)
print("GameManager: set_day_length_seconds day_length_seconds set to ", day_length_seconds)
else:
print("GameManager: set_day_length_seconds client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set day_length_seconds directly, sending request to server")
server_set_day_length_seconds.rpc_id(1, value)
@rpc("any_peer", "call_remote", "reliable")
func server_set_day_length_seconds(value: float) -> void:
set_day_length_seconds(value)
@rpc("authority", "call_remote", "reliable")
func _sync_day_length_seconds(new_value: float) -> void:
day_length_seconds = new_value
func client_sync_day_length_seconds(value: float) -> void:
day_length_seconds = value
var customers_per_day: float = 5.0:
get:
return customers_per_day
set(value):
if not multiplayer.is_server():
push_warning("Clients cannot modify customers_per_day directly.")
return
func set_customers_per_day(value: float) -> void:
if multiplayer.is_server():
customers_per_day = value
_sync_customers_per_day.rpc(customers_per_day)
client_sync_customers_per_day.rpc(customers_per_day)
print("GameManager: set_customers_per_day customers_per_day set to ", customers_per_day)
else:
print("GameManager: set_customers_per_day client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set customers_per_day directly, sending request to server")
server_set_customers_per_day.rpc_id(1, value)
@rpc("any_peer", "call_remote", "reliable")
func server_set_customers_per_day(value: float) -> void:
set_customers_per_day(value)
@rpc("authority", "call_remote", "reliable")
func _sync_customers_per_day(new_value: float) -> void:
customers_per_day = new_value
func client_sync_customers_per_day(value: float) -> void:
customers_per_day = value
var customers_count_increase_per_day: float = 1.0:
get:
return customers_count_increase_per_day
set(value):
if not multiplayer.is_server():
push_warning("Clients cannot modify customers_count_increase_per_day directly.")
return
func set_customers_count_increase_per_day(value: float) -> void:
if multiplayer.is_server():
customers_count_increase_per_day = value
_sync_customers_count_increase_per_day.rpc(customers_count_increase_per_day)
client_sync_customers_count_increase_per_day.rpc(customers_count_increase_per_day)
print("GameManager: set_customers_count_increase_per_day customers_count_increase_per_day set to ", customers_count_increase_per_day)
else:
print("GameManager: set_customers_count_increase_per_day client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set customers_count_increase_per_day directly, sending request to server")
server_set_customers_count_increase_per_day.rpc_id(1, value)
@rpc("any_peer", "call_remote", "reliable")
func server_set_customers_count_increase_per_day(value: float) -> void:
set_customers_count_increase_per_day(value)
@rpc("authority", "call_remote", "reliable")
func _sync_customers_count_increase_per_day(new_value: float) -> void:
customers_count_increase_per_day = new_value
func client_sync_customers_count_increase_per_day(value: float) -> void:
customers_count_increase_per_day = value
var group_min_size: int = 1:
get:
return group_min_size
set(value):
if not multiplayer.is_server():
push_warning("Clients cannot modify group_min_size directly.")
return
func set_group_min_size(value: int) -> void:
if multiplayer.is_server():
group_min_size = value
_sync_group_min_size.rpc(group_min_size)
client_sync_group_min_size.rpc(group_min_size)
print("GameManager: set_group_min_size group_min_size set to ", group_min_size)
else:
print("GameManager: set_group_min_size client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set group_min_size directly, sending request to server")
server_set_group_min_size.rpc_id(1, value)
@rpc("any_peer", "call_remote", "reliable")
func server_set_group_min_size(value: int) -> void:
set_group_min_size(value)
@rpc("authority", "call_remote", "reliable")
func _sync_group_min_size(new_value: int) -> void:
group_min_size = new_value
func client_sync_group_min_size(value: int) -> void:
group_min_size = value
var group_max_size: int = 2:
get:
return group_max_size
set(value):
if not multiplayer.is_server():
push_warning("Clients cannot modify group_max_size directly.")
return
func set_group_max_size(value: int) -> void:
if multiplayer.is_server():
group_max_size = value
_sync_group_max_size.rpc(group_max_size)
client_sync_group_max_size.rpc(group_max_size)
print("GameManager: set_group_max_size group_max_size set to ", group_max_size)
else:
print("GameManager: set_group_max_size client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set group_max_size directly, sending request to server")
server_set_group_max_size.rpc_id(1, value)
@rpc("any_peer", "call_remote", "reliable")
func server_set_group_max_size(value: int) -> void:
set_group_max_size(value)
@rpc("authority", "call_remote", "reliable")
func _sync_group_max_size(new_value: int) -> void:
group_max_size = new_value
func client_sync_group_max_size(value: int) -> void:
group_max_size = value
enum GameState {
@@ -148,17 +207,24 @@ enum GameState {
var game_state: GameState = GameState.BUILDING:
get:
return game_state
set(value):
if not multiplayer.is_server():
push_warning("Clients cannot modify game_state directly.")
return
func set_game_state(value: GameState) -> void:
if multiplayer.is_server():
game_state = value
_sync_game_state.rpc(game_state)
client_sync_game_state.rpc(game_state)
Signals.game_state_changed.emit(game_state)
print("GameManager: set_game_state game_state set to ", game_state)
else:
print("GameManager: set_game_state client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set game_state directly, sending request to server")
server_set_game_state.rpc_id(1, value)
@rpc("any_peer", "call_remote", "reliable")
func server_set_game_state(value: GameState) -> void:
set_game_state(value)
@rpc("authority", "call_remote", "reliable")
func _sync_game_state(new_value: GameState) -> void:
game_state = new_value
func client_sync_game_state(value: GameState) -> void:
game_state = value
Signals.game_state_changed.emit(game_state)
+3 -3
View File
@@ -25,13 +25,13 @@ func satisfy_table_orders() -> void:
func set_buidling_mode():
print("Global key event: Setting building mode")
GameManager.game_state = GameManager.GameState.BUILDING
GameManager.set_game_state(GameManager.GameState.BUILDING)
func set_running_mode():
print("Global key event: Setting running mode")
GameManager.game_state = GameManager.GameState.RUNNING
GameManager.set_game_state(GameManager.GameState.RUNNING)
func set_game_over():
print("Global key event: Setting game over")
GameManager.game_state = GameManager.GameState.GAME_OVER
GameManager.set_game_state(GameManager.GameState.GAME_OVER)