killbox/scenes_old_2/utils/game_root/game_root.gd

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class_name GameRoot extends Node
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signal load_map(name: String)
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const MAIN_MENU_SCENE := "res://scenes/interface/main_menu/main_menu.tscn"
const SERVER_DATA_NODE := "res://scenes/utils/server_data/server_data.tscn"
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# -- config from args
var config_file: String = ""
@onready var level_root: Node3D = $Level
@onready var utils_root: Node = $Utils
func _parse_args() -> void:
var args := Array(OS.get_cmdline_args())
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var config_arg: String = "--config"
if args.has(config_arg):
var index := args.find(config_arg)
config_file = args[index + 1]
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# Called when the node enters the scene tree for the first time.
func _ready() -> void:
_parse_args()
var err: Error
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if err != OK:
logger.error("Couldn't load utils node")
return
if OS.has_feature("dedicated_server") or DisplayServer.get_name() == "headless":
err = _start_dedicated_server()
if err != OK:
logger.error("couldn't start the server, err is " + str(err))
else:
err = _start_game()
if err != OK:
logger.error("couldn't start the game, err is " + str(err))
multiplayer.peer_connected.connect(_on_player_connected)
multiplayer.peer_disconnected.connect(_on_player_disconnected)
multiplayer.connected_to_server.connect(_on_connected_to_server)
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func _on_player_disconnected(id) -> void:
logger.info("player is disconnected with id: " + str(id))
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func _on_player_connected(id) -> void:
# Send the client information about the server
if multiplayer.is_server():
logger.info("player is connected with id: " + str(id))
_sync_map_from_server.rpc_id(id)
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@rpc("authority", "reliable", "call_remote")
func _sync_map_from_server() -> void:
var server_node := helpers.get_server_node()
load_map.emit(server_node.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(), "client")
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@rpc("any_peer", "reliable", "call_remote")
func register_player(id: int, name: String):
logger.info("registering player: " + str(id))
if multiplayer.is_server():
var player_data := PlayerData.new()
player_data.id = id
player_data.username = name
player_data.active = true
var server_node: ServerData = helpers.get_server_node()
server_node.players[id] = helpers.player_data_into_dict(player_data)
logger.info("player " + str(id) + " is registered")
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else:
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logger.debug("register player is supposed to be executed on the server")
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func _start_dedicated_server() -> Error:
if config_file != "":
logger.info("reading config from the file: " + config_file)
logger.info("starting in the dedicated server mode")
return OK
func _start_game() -> Error:
logger.info("starting in the game mode")
if not ResourceLoader.exists(MAIN_MENU_SCENE):
return ERR_DOES_NOT_EXIST
var scene: PackedScene = ResourceLoader.load(MAIN_MENU_SCENE)
if not scene.can_instantiate():
return ERR_CANT_OPEN
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var node: MainMenu = scene.instantiate()
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add_child(node)
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return OK
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func _load_utils() -> Error:
if not ResourceLoader.exists(SERVER_DATA_NODE):
return ERR_DOES_NOT_EXIST
var scene: PackedScene = ResourceLoader.load(SERVER_DATA_NODE)
if not scene.can_instantiate():
return ERR_CANT_OPEN
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var node: ServerData = scene.instantiate()
utils_root.add_child(node)
return OK
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func _on_load_map(map_name: String) -> void:
var path_tmpl := "res://scenes/maps/maps/%s"
var path := path_tmpl % map_name
logger.info("Loading map from " + path)
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if not ResourceLoader.exists(path):
logger.error("map " + map_name + " doesn't exist")
var scene: PackedScene = ResourceLoader.load(path)
if scene.can_instantiate():
var node: Node3D = scene.instantiate()
logger.info("loading map: " + map_name)
for c in level_root.get_children():
level_root.remove_child(c)
c.queue_free()
level_root.add_child(node)
else:
logger.error("Can't initialize")
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func create_server(
port: int, player_limit: int, server_only: bool = false, map: String = "lowpoly_tdm_2.tscn"
) -> Error:
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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 err:
return err
_load_utils()
var server_data: ServerData = helpers.get_server_node()
server_data.port = port
server_data.player_limit = player_limit
server_data.current_map = map
if !server_only:
register_player(1, "server")
return OK
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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