killbox/scenes_old/server/server.gd

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GDScript3
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extends Node
class_name GameServer
@export var port: int = 27015
@export var player_limit: int = 30
@export var current_map: String = "lowpoly_tdm_2"
@export var current_player_data := PlayerData.new()
# -- This variable should store all the active players
var players: Dictionary = {}
func _ready() -> void:
multiplayer.peer_connected.connect(_on_player_connected)
multiplayer.peer_disconnected.connect(_on_player_disconnected)
multiplayer.connected_to_server.connect(_on_connected_to_server)
func _on_player_disconnected(id) -> void:
logger.info("player is disconnected with id: " + str(id))
func _on_player_connected(id) -> void:
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# Send the client information about the server
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if multiplayer.is_server():
logger.info("player is connected with id: " + str(id))
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_sync_map_from_the_server.rpc_id(id, current_map)
_sync_players.rpc_id(id, players)
@rpc("authority", "reliable", "call_remote")
func _sync_players(data: Dictionary):
var player_data_id: EncodedObjectAsID = data[1]
print(instance_from_id(player_data_id.object_id))
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@rpc("authority", "call_remote", "reliable")
func _sync_map_from_the_server(map_name: String):
var game_root: GameRoot = get_tree().get_root().find_child("GameRoot", true, false)
game_root.load_map.emit(GameServerAutoload.current_map)
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func _on_connected_to_server() -> void:
logger.info("connection is successful, sending info")
register_player.rpc_id(1, multiplayer.get_unique_id(), current_player_data.username)
func create_server(server_only: bool = false) -> Error:
var peer := ENetMultiplayerPeer.new()
logger.info("starting a server the port: " + str(port))
var err := peer.create_server(port, player_limit)
multiplayer.multiplayer_peer = peer
if !server_only:
var player_data := PlayerData.new()
player_data.id = 1
logger.warning("TODO: player name is not yet implemented")
player_data.username = "dummy"
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players[1] = {
"id": 1,
"username": "dummy",
}
var game_root: GameRoot = get_tree().get_root().find_child("GameRoot", true, false)
game_root.load_map.emit(GameServerAutoload.current_map)
if err:
return err
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return OK
func join_server(ip: String, port: int) -> Error:
var peer = ENetMultiplayerPeer.new()
logger.info("trying to connect to: " + ip + ":" + str(port))
var err = peer.create_client(ip, port)
if err != OK:
return err
multiplayer.multiplayer_peer = peer
return OK
@rpc("any_peer", "reliable", "call_remote")
func register_player(id: int, name: String):
if multiplayer.is_server():
logger.info("registering player: " + str(id))
var player_data := PlayerData.new()
player_data.id = id
player_data.username = name
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players[multiplayer.get_remote_sender_id()] = {
"id": id,
"username": "dummy",
}
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logger.info("player " + str(id) + " is registered")
else:
logger.debug("register player is supposed to be executed on the server")
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@rpc("any_peer", "reliable", "call_local")
func select_side(side: String):
var player_id = multiplayer.get_remote_sender_id()
if side == "blue":
players[player_id].side = "blue"
elif side == "red":
players[player_id].side = "red"
else:
pass
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# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass