extends Node ## Client-server session manager for VRyHungry (listen-server model). ## ## Registered as the "NetworkManager" autoload. Owns transport (ENet), tracks ## the session, and is the single place that reassigns multiplayer authority ## (only the server does so). The world scene (main.gd) registers its spawners ## here via [method register_world]; higher layers (players, items, stations) ## build on top of this in later phases. const DEFAULT_PORT := 24565 const MAX_CLIENTS := 7 ## Emitted on every peer (including the server for its own local player) when a ## player peer joins. On the server this fires for each remote peer; the server ## uses it to spawn that peer's player. signal player_joined(peer_id: int) signal player_left(peer_id: int) signal session_started(is_server: bool) signal session_ended() signal connection_failed() # World hooks, registered by main.gd once the scene tree exists. var _world: Node = null var _players_spawner: MultiplayerSpawner = null var _items_spawner: MultiplayerSpawner = null var _log_file: FileAccess func _ready() -> void: _open_log() multiplayer.peer_connected.connect(_on_peer_connected) multiplayer.peer_disconnected.connect(_on_peer_disconnected) multiplayer.connected_to_server.connect(_on_connected_to_server) multiplayer.connection_failed.connect(_on_connection_failed) multiplayer.server_disconnected.connect(_on_server_disconnected) # --- Public API ------------------------------------------------------------ ## Start hosting. The host is peer 1 and also plays (listen server). func host(port: int = DEFAULT_PORT) -> Error: var peer := ENetMultiplayerPeer.new() var err := peer.create_server(port, MAX_CLIENTS) if err != OK: log_line("HOST failed to create_server on port %d: %s" % [port, error_string(err)]) return err multiplayer.multiplayer_peer = peer log_line("HOST started on port %d (peer id %d)" % [port, multiplayer.get_unique_id()]) session_started.emit(true) # The host's own local player joins immediately. _on_player_present(multiplayer.get_unique_id()) return OK ## Join an existing host. func join(address: String = "127.0.0.1", port: int = DEFAULT_PORT) -> Error: var peer := ENetMultiplayerPeer.new() var err := peer.create_client(address, port) if err != OK: log_line("JOIN failed to create_client %s:%d: %s" % [address, port, error_string(err)]) return err multiplayer.multiplayer_peer = peer log_line("JOIN connecting to %s:%d ..." % [address, port]) return OK ## Leave the session and tear down transport. func leave() -> void: _go_offline() log_line("Session ended") session_ended.emit() # Restore Godot's default OfflineMultiplayerPeer (rather than leaving the peer # null), so is_multiplayer_authority()/get_unique_id() keep working while we are # back in single-player / menu state. func _go_offline() -> void: if multiplayer.multiplayer_peer: multiplayer.multiplayer_peer.close() multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new() # --- Item spawning --------------------------------------------------------- ## Spawn a networked item. Server-only when online (replicates to all peers via ## the ItemsSpawner); works directly when offline. Returns the new node on the ## machine that owns spawning, else null. func spawn_item(scene_path: String, xform: Transform3D) -> Node: if is_online() and not is_server(): return null var data := {"scene": scene_path, "xform": xform} if is_online() and _items_spawner: return _items_spawner.spawn(data) # Offline: instantiate directly under the world. var inst := _spawn_item_from_data(data) if _world and inst: _world.add_child(inst) return inst # MultiplayerSpawner custom spawn function: runs on every peer to build the node # from the replicated payload. func _spawn_item_from_data(data: Variant) -> Node: var scene: PackedScene = load(data["scene"]) if not scene: push_error("spawn_item: could not load scene %s" % str(data.get("scene"))) return null var inst := scene.instantiate() if inst is Node3D: inst.transform = data["xform"] return inst # --- Item grab-authority transfer ----------------------------------------- ## A client (or host) requests authority over an item it just grabbed. Runs on ## the server. If the item was snapped into a station, the station releases it ## so the grabber cleanly takes ownership. @rpc("any_peer", "reliable") func request_item_authority(item_path: NodePath) -> void: if not is_server(): return var sender := multiplayer.get_remote_sender_id() # Assign authority + held state first (disables the item on the server so its # snap zone won't re-grab it), then release it from any station. _set_item_authority.rpc(item_path, sender) var item := get_node_or_null(item_path) if item: _release_from_snap_zones(item) ## A player releases an item, forwarding its throw velocity so the server can ## resume simulating it. Runs on the server. If released next to a station, the ## server snaps it in (server-authoritative placement). @rpc("any_peer", "reliable") func release_item_authority(item_path: NodePath, lin: Vector3, ang: Vector3) -> void: if not is_server(): return _set_item_authority.rpc(item_path, 1) var item := get_node_or_null(item_path) if item is RigidBody3D: item.freeze = false item.linear_velocity = lin item.angular_velocity = ang _try_snap_into_station(item) # All station snap zones in the world (nodes in the "station" group). func _station_snap_zones() -> Array: var zones := [] for station in get_tree().get_nodes_in_group("station"): var zone = station.get_node_or_null("XRToolsSnapZone") if zone: zones.append(zone) return zones # If the item is snapped into any station, drop it from that station. func _release_from_snap_zones(item: Node) -> void: for zone in _station_snap_zones(): if zone.picked_up_object == item: zone.drop_object() # Snap the item into the nearest empty station snap zone within grab range. func _try_snap_into_station(item: Node) -> void: if not (item is Node3D): return for zone in _station_snap_zones(): if is_instance_valid(zone.picked_up_object): continue if zone.global_position.distance_to(item.global_position) <= zone.grab_distance: zone.pick_up_object(item) return # Server broadcasts an authority assignment so every peer agrees on who owns the # item (set_multiplayer_authority is a local call and must run everywhere). @rpc("authority", "call_local", "reliable") func _set_item_authority(item_path: NodePath, peer: int) -> void: var item := get_node_or_null(item_path) if not item: return item.set_multiplayer_authority(peer) # recursive: item + synchronizer + NetPickable var np := item.get_node_or_null("NetPickable") if np: np.net_held_by = 0 if peer == 1 else peer np.apply_held_state() func is_server() -> bool: return is_online() and multiplayer.is_server() ## True only when a real ENet session is active. Godot installs a default ## OfflineMultiplayerPeer, so a non-null peer alone does not mean "online". func is_online() -> bool: var p := multiplayer.multiplayer_peer return p != null and not (p is OfflineMultiplayerPeer) ## True on the machine that owns authoritative world logic: the server when ## online, or the single player when offline. Station logic and spawning should ## only run where this is true, so state has one source of truth. func owns_world() -> bool: return not is_online() or is_server() # --- Station work-progress seam ------------------------------------------- ## Reusable entry point for a client to contribute work to a station (e.g. a ## future chopping/gesture station). The client detects the gesture locally and ## calls this; the server validates and accumulates. Timer-driven stations like ## the Hob don't need it, but it is the drop-in seam for input-driven ones. @rpc("any_peer", "reliable") func submit_work(station_path: NodePath, amount: float) -> void: if not is_server(): return var station := get_node_or_null(station_path) if station and station.has_method("add_work"): station.add_work(multiplayer.get_remote_sender_id(), amount) ## Called by main.gd once the world scene is ready, passing its spawners. func register_world(world: Node, players_spawner: MultiplayerSpawner, items_spawner: MultiplayerSpawner) -> void: _world = world _players_spawner = players_spawner _items_spawner = items_spawner if _items_spawner: _items_spawner.spawn_function = _spawn_item_from_data log_line("World registered (players_spawner=%s items_spawner=%s)" % [str(players_spawner != null), str(items_spawner != null)]) ## Called by main.gd after it has registered the world and connected its ## player_joined/left listeners. Kicks off any menu- or command-line-driven ## session so that session signals never fire before the world is listening. func world_ready() -> void: consume_pending_session() # --- Menu-driven session request ------------------------------------------- # Set by the main menu's Host/Join buttons before switching to the multiplayer # scene; consumed once that scene's world is ready to listen for session # signals (avoids a race between change_scene_to_file and connection callbacks). var pending_action := "" var pending_ip := "" func request_host() -> void: pending_action = "host" func request_join(ip: String) -> void: pending_action = "join" pending_ip = ip func consume_pending_session() -> void: if pending_action == "host": pending_action = "" host() elif pending_action == "join": pending_action = "" join(pending_ip) else: _handle_cmdline() # --- Session signal handlers ---------------------------------------------- func _on_peer_connected(peer_id: int) -> void: log_line("peer_connected: %d" % peer_id) # Only the server reacts by materialising that peer's player. if is_server(): _on_player_present(peer_id) func _on_peer_disconnected(peer_id: int) -> void: log_line("peer_disconnected: %d" % peer_id) if is_server(): _on_player_absent(peer_id) func _on_connected_to_server() -> void: log_line("connected_to_server (my id=%d)" % multiplayer.get_unique_id()) session_started.emit(false) func _on_connection_failed() -> void: log_line("connection_failed") _go_offline() connection_failed.emit() func _on_server_disconnected() -> void: log_line("server_disconnected") _go_offline() session_ended.emit() # Player materialise/dematerialise. Phase 2 wires these to the PlayersSpawner; # for now they announce presence so the transport layer is independently testable. func _on_player_present(peer_id: int) -> void: log_line("player_present: %d" % peer_id) player_joined.emit(peer_id) func _on_player_absent(peer_id: int) -> void: log_line("player_absent: %d" % peer_id) player_left.emit(peer_id) # --- Command-line driven test bootstrap ----------------------------------- func _handle_cmdline() -> void: var args := OS.get_cmdline_user_args() if args.has("--server"): log_line("cmdline: --server") host() elif args.has("--join"): var idx := args.find("--join") var addr := "127.0.0.1" if idx + 1 < args.size(): addr = args[idx + 1] log_line("cmdline: --join %s" % addr) join(addr) # --- Logging --------------------------------------------------------------- func _open_log() -> void: var dir := OS.get_environment("TEMP") if dir.is_empty(): dir = OS.get_environment("TMPDIR") if dir.is_empty(): dir = "user://" var path := dir.path_join("vryhungry_net_%d.log" % OS.get_process_id()) _log_file = FileAccess.open(path, FileAccess.WRITE) log_line("=== NetworkManager log (pid %d) ===" % OS.get_process_id()) func log_line(s: String) -> void: var id := 0 var p := multiplayer.multiplayer_peer if p != null and p.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED: id = multiplayer.get_unique_id() var line := "[NET %d] %s" % [id, s] print(line) if _log_file: _log_file.store_line(line) _log_file.flush()