added multi
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extends Node
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## Client-server session manager for VRyHungry (listen-server model).
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##
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## Registered as the "NetworkManager" autoload. Owns transport (ENet), tracks
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## the session, and is the single place that reassigns multiplayer authority
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## (only the server does so). The world scene (main.gd) registers its spawners
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## here via [method register_world]; higher layers (players, items, stations)
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## build on top of this in later phases.
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const DEFAULT_PORT := 24565
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const MAX_CLIENTS := 7
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## Emitted on every peer (including the server for its own local player) when a
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## player peer joins. On the server this fires for each remote peer; the server
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## uses it to spawn that peer's player.
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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 _log_file: FileAccess
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func _ready() -> void:
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_open_log()
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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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# --- 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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log_line("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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log_line("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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# The host's own local player joins immediately.
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_on_player_present(multiplayer.get_unique_id())
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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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log_line("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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log_line("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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log_line("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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# --- Item spawning ---------------------------------------------------------
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## Spawn a networked item. Server-only when online (replicates to all peers via
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## the ItemsSpawner); works directly when offline. Returns the new node on the
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## machine that owns spawning, else null.
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func spawn_item(scene_path: String, xform: Transform3D) -> Node:
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if is_online() and not is_server():
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return null
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var data := {"scene": scene_path, "xform": xform}
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if is_online() and _items_spawner:
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return _items_spawner.spawn(data)
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# Offline: instantiate directly under the world.
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var inst := _spawn_item_from_data(data)
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if _world and inst:
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_world.add_child(inst)
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return inst
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# MultiplayerSpawner custom spawn function: runs on every peer to build the node
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# from the replicated payload.
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func _spawn_item_from_data(data: Variant) -> Node:
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var scene: PackedScene = load(data["scene"])
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if not scene:
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push_error("spawn_item: could not load scene %s" % str(data.get("scene")))
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return null
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var inst := scene.instantiate()
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if inst is Node3D:
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inst.transform = data["xform"]
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return inst
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# --- Item grab-authority transfer -----------------------------------------
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## A client (or host) requests authority over an item it just grabbed. Runs on
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## the server. If the item was snapped into a station, the station releases it
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## so the grabber cleanly takes ownership.
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@rpc("any_peer", "reliable")
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func request_item_authority(item_path: NodePath) -> void:
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if not is_server():
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return
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var sender := multiplayer.get_remote_sender_id()
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# Assign authority + held state first (disables the item on the server so its
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# snap zone won't re-grab it), then release it from any station.
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_set_item_authority.rpc(item_path, sender)
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var item := get_node_or_null(item_path)
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if item:
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_release_from_snap_zones(item)
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## A player releases an item, forwarding its throw velocity so the server can
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## resume simulating it. Runs on the server. If released next to a station, the
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## server snaps it in (server-authoritative placement).
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@rpc("any_peer", "reliable")
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func release_item_authority(item_path: NodePath, lin: Vector3, ang: Vector3) -> void:
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if not is_server():
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return
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_set_item_authority.rpc(item_path, 1)
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var item := get_node_or_null(item_path)
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if item is RigidBody3D:
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item.freeze = false
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item.linear_velocity = lin
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item.angular_velocity = ang
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_try_snap_into_station(item)
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# All station snap zones in the world (nodes in the "station" group).
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func _station_snap_zones() -> Array:
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var zones := []
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for station in get_tree().get_nodes_in_group("station"):
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var zone = station.get_node_or_null("XRToolsSnapZone")
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if zone:
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zones.append(zone)
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return zones
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# If the item is snapped into any station, drop it from that station.
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func _release_from_snap_zones(item: Node) -> void:
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for zone in _station_snap_zones():
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if zone.picked_up_object == item:
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zone.drop_object()
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# Snap the item into the nearest empty station snap zone within grab range.
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func _try_snap_into_station(item: Node) -> void:
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if not (item is Node3D):
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return
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for zone in _station_snap_zones():
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if is_instance_valid(zone.picked_up_object):
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continue
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if zone.global_position.distance_to(item.global_position) <= zone.grab_distance:
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zone.pick_up_object(item)
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return
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# Server broadcasts an authority assignment so every peer agrees on who owns the
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# item (set_multiplayer_authority is a local call and must run everywhere).
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@rpc("authority", "call_local", "reliable")
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func _set_item_authority(item_path: NodePath, peer: int) -> void:
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var item := get_node_or_null(item_path)
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if not item:
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return
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item.set_multiplayer_authority(peer) # recursive: item + synchronizer + NetPickable
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var np := item.get_node_or_null("NetPickable")
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if np:
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np.net_held_by = 0 if peer == 1 else peer
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np.apply_held_state()
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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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station.add_work(multiplayer.get_remote_sender_id(), amount)
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## Called by main.gd once the world scene is ready, passing its spawners.
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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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if _items_spawner:
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_items_spawner.spawn_function = _spawn_item_from_data
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log_line("World registered (players_spawner=%s items_spawner=%s)" % [str(players_spawner != null), str(items_spawner != null)])
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## Called by main.gd after it has registered the world and connected its
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## player_joined/left listeners. Kicks off any menu- or command-line-driven
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## session so that session signals never fire before the world is listening.
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func world_ready() -> void:
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consume_pending_session()
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# --- Menu-driven session request -------------------------------------------
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# Set by the main menu's Host/Join buttons before switching to the multiplayer
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# scene; consumed once that scene's world is ready to listen for session
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# signals (avoids a race between change_scene_to_file and connection callbacks).
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var pending_action := ""
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var pending_ip := ""
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func request_host() -> void:
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pending_action = "host"
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func request_join(ip: String) -> void:
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pending_action = "join"
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pending_ip = ip
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func consume_pending_session() -> void:
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if pending_action == "host":
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pending_action = ""
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host()
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elif pending_action == "join":
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pending_action = ""
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join(pending_ip)
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else:
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_handle_cmdline()
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# --- Session signal handlers ----------------------------------------------
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func _on_peer_connected(peer_id: int) -> void:
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log_line("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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_on_player_present(peer_id)
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func _on_peer_disconnected(peer_id: int) -> void:
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log_line("peer_disconnected: %d" % peer_id)
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if is_server():
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_on_player_absent(peer_id)
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func _on_connected_to_server() -> void:
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log_line("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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log_line("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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log_line("server_disconnected")
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_go_offline()
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session_ended.emit()
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# Player materialise/dematerialise. Phase 2 wires these to the PlayersSpawner;
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# for now they announce presence so the transport layer is independently testable.
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func _on_player_present(peer_id: int) -> void:
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log_line("player_present: %d" % peer_id)
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player_joined.emit(peer_id)
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func _on_player_absent(peer_id: int) -> void:
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log_line("player_absent: %d" % peer_id)
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player_left.emit(peer_id)
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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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log_line("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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log_line("cmdline: --join %s" % addr)
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join(addr)
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# --- Logging ---------------------------------------------------------------
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func _open_log() -> void:
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var dir := OS.get_environment("TEMP")
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if dir.is_empty():
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dir = OS.get_environment("TMPDIR")
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if dir.is_empty():
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dir = "user://"
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var path := dir.path_join("vryhungry_net_%d.log" % OS.get_process_id())
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_log_file = FileAccess.open(path, FileAccess.WRITE)
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log_line("=== NetworkManager log (pid %d) ===" % OS.get_process_id())
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func log_line(s: String) -> void:
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var id := 0
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var p := multiplayer.multiplayer_peer
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if p != null and p.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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id = multiplayer.get_unique_id()
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var line := "[NET %d] %s" % [id, s]
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print(line)
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if _log_file:
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_log_file.store_line(line)
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_log_file.flush()
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@@ -0,0 +1 @@
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uid://deefoory0vqmm
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Reference in New Issue
Block a user