Huge amount of updates

This commit is contained in:
Nikolai Rodionov 2025-02-11 18:41:06 +01:00
parent cc709975ba
commit 349b6b7226
Signed by: allanger
GPG Key ID: 09F8B434D0FDD99B
10 changed files with 965 additions and 965 deletions

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@ -72,7 +72,35 @@ func _on_load_map(map_name: String) -> void:
if scene.can_instantiate():
var node: Node3D = scene.instantiate()
logger.info("loading map: " + map_name)
level_root.add_child(node)
$LevelLoader/MultiplayerSpawner.spawn_function = _map_spawn_function
$LevelLoader/MultiplayerSpawner.spawn(map_name)
#level_root.add_child(node)
else:
logger.error("Can't initialize")
var thread: Thread
var map_node: Node
var mutex: Mutex
func _load_the_map_in_thread(map_name):
var path_tmpl := "res://scenes/maps/maps/%s"
var path := path_tmpl % map_name
if not ResourceLoader.exists(path):
logger.error("map " + map_name + " doesn't exist")
mutex.lock()
var scene: PackedScene = ResourceLoader.load(path)
if scene.can_instantiate():
map_node = scene.instantiate()
mutex.unlock()
func _map_spawn_function(map_name: Variant) -> Node:
thread = Thread.new()
mutex = Mutex.new()
thread.start(Callable(self, "_load_the_map_in_thread").bind(map_name))
await thread.wait_to_finish()
mutex.lock()
var result = map_node
mutex.unlock()
return result

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@ -6,13 +6,4 @@
editor_description = "This node serves a starting point for the game. When the game is running as a dedicated server it's supposed to read the config file and start the server, when the game is running in a default mode, it should render the main menu"
script = ExtResource("1_eb14f")
[node name="LevelLoader" type="Node" parent="."]
editor_description = "This node is supposed to make it possible to sync the server data across all the possible players"
[node name="Level" type="Node3D" parent="LevelLoader"]
[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="LevelLoader"]
_spawnable_scenes = PackedStringArray("res://scenes/maps/maps/lowpoly_tdm_1.tscn")
spawn_path = NodePath("../Level")
[connection signal="load_map" from="." to="." method="_on_load_map"]

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@ -3,7 +3,7 @@ class_name MapController
const PLAYER_SPAWNER: String = "res://scenes/maps/base/player_spawner/player_spawner.tscn"
const BULLET_SPAWNER: String = "res://scenes/maps/base/bullet_spawner/bullet_spawner.tscn"
const WORLD: String = "res://scenes/maps/maps/world.tscn"
var player_spawner: PlayerSpawnerController
var bullet_spawner: BulletSpawnerController
var client_node: Node3D
@ -14,7 +14,10 @@ var client_node: Node3D
func _ready() -> void:
# add player spawner
var err: Error = OK
err = _add_world()
if err != OK:
push_error("Couldn't load world")
return
err = _add_player_spawner()
if err != OK:
push_error("Couldn't load player spawner")
@ -33,16 +36,7 @@ func _ready() -> void:
_request_spawn.rpc_id(1)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
if multiplayer.is_server():
pass
#var active_players = player_spawner._get_root().get_children()
#for n in active_players:
#if not Server.players.has(n.owner_id):
#_remove_player(n.owner_id)
@rpc("call_local", "reliable", "any_peer")
@rpc("call_local", "unreliable", "any_peer")
func _request_spawn():
var id: int = multiplayer.get_remote_sender_id()
_spawn_player(id)
@ -54,7 +48,7 @@ func _spawn_player(id: int):
var position := controlled_node.shared_node.global_position
_spawn_player_controller_node.rpc_id(id, position.x, position.y, position.z)
@rpc("any_peer", "call_local", "reliable")
@rpc("any_peer", "call_local", "unreliable")
func _spawn_player_controller_node(x: float, y: float, z: float):
var path := "res://scenes/player/player_node.tscn"
var scene: PackedScene = ResourceLoader.load(path)
@ -73,6 +67,17 @@ func spawn_player_model(owner_node: CharacterBody3D, owner_id: int):
func _remove_player(id: int):
player_spawner.remove_player(id)
func _add_world() -> Error :
if not ResourceLoader.exists(WORLD):
return ERR_DOES_NOT_EXIST
var scene: PackedScene = ResourceLoader.load(WORLD)
if not scene.can_instantiate():
return ERR_CANT_OPEN
var node: Node3D = scene.instantiate()
add_child(node)
return OK
func _add_player_spawner() -> Error :
if not ResourceLoader.exists(PLAYER_SPAWNER):
return ERR_DOES_NOT_EXIST

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@ -28,7 +28,7 @@ func spawn_players(spawn_location: SpawnController, id: int) -> Error:
return OK
return ERR_UNAUTHORIZED
func spawn_player_model(owner_node: CharacterBody3D):
func spawn_player_model(owner_node: CharacterBody3D):
var model_scene: PackedScene = ResourceLoader.load("res://scenes/characters/y-bot/character.tscn")
var model: CharacterWrapper = model_scene.instantiate()
model.global_position = owner_node.global_position

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@ -6,14 +6,10 @@
script = ExtResource("1_2hsyd")
[node name="PlayersSpawner" type="MultiplayerSpawner" parent="."]
_spawnable_scenes = PackedStringArray("res://scenes/player/server_node.tscn", "res://scenes/characters/y-bot/character.tscn")
_spawnable_scenes = PackedStringArray("res://scenes/player/server_node.tscn")
spawn_path = NodePath("../Players")
spawn_limit = 100
[node name="Players" type="Node3D" parent="."]
[node name="Models" type="Node3D" parent="."]
[node name="ModelSpawner" type="MultiplayerSpawner" parent="."]
_spawnable_scenes = PackedStringArray("res://scenes/characters/y-bot/character.tscn")
spawn_path = NodePath("../Models")

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@ -60,6 +60,8 @@ func _on_create_pressed() -> void:
func _on_join_server_pressed() -> void:
var ip: String = $JoinServerMenu/Host/TextEdit.text
var port: int = $JoinServerMenu/Port/TextEdit.text.to_int()
GameServerAutoload.join_server(ip, port)
_get_game_root().load_map.emit(GameServerAutoload.current_map)
visible = false

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@ -2,4 +2,4 @@ extends Control
class_name Hud
@onready var camera: Camera3D = $SubViewportContainer/SubViewport/Camera3D
@onready var gun_mount: Node3D = $SubViewportContainer/SubViewport/Camera3D/GunMounta
@onready var gun_mount: Node3D = $SubViewportContainer/SubViewport/Camera3D/GunMount

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@ -22,7 +22,6 @@ func _ready() -> void:
@onready var bullet_trace_distance: Node3D = $BulletTraceDistance
@onready var bullet_trail_end: Node3D = $BulletTrailEnd
@onready var gun_animation = $ShotAnimation
func shoot() -> Error:
if can_shoot: