Huge amount of updates
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cc709975ba
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349b6b7226
@ -72,7 +72,35 @@ func _on_load_map(map_name: String) -> void:
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if scene.can_instantiate():
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var node: Node3D = scene.instantiate()
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logger.info("loading map: " + map_name)
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level_root.add_child(node)
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$LevelLoader/MultiplayerSpawner.spawn_function = _map_spawn_function
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$LevelLoader/MultiplayerSpawner.spawn(map_name)
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#level_root.add_child(node)
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else:
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logger.error("Can't initialize")
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var thread: Thread
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var map_node: Node
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var mutex: Mutex
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func _load_the_map_in_thread(map_name):
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var path_tmpl := "res://scenes/maps/maps/%s"
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var path := path_tmpl % map_name
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if not ResourceLoader.exists(path):
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logger.error("map " + map_name + " doesn't exist")
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mutex.lock()
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var scene: PackedScene = ResourceLoader.load(path)
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if scene.can_instantiate():
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map_node = scene.instantiate()
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mutex.unlock()
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func _map_spawn_function(map_name: Variant) -> Node:
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thread = Thread.new()
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mutex = Mutex.new()
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thread.start(Callable(self, "_load_the_map_in_thread").bind(map_name))
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await thread.wait_to_finish()
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mutex.lock()
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var result = map_node
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mutex.unlock()
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return result
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@ -6,13 +6,4 @@
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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"
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script = ExtResource("1_eb14f")
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[node name="LevelLoader" type="Node" parent="."]
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editor_description = "This node is supposed to make it possible to sync the server data across all the possible players"
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[node name="Level" type="Node3D" parent="LevelLoader"]
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[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="LevelLoader"]
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_spawnable_scenes = PackedStringArray("res://scenes/maps/maps/lowpoly_tdm_1.tscn")
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spawn_path = NodePath("../Level")
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[connection signal="load_map" from="." to="." method="_on_load_map"]
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@ -3,7 +3,7 @@ class_name MapController
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const PLAYER_SPAWNER: String = "res://scenes/maps/base/player_spawner/player_spawner.tscn"
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const BULLET_SPAWNER: String = "res://scenes/maps/base/bullet_spawner/bullet_spawner.tscn"
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const WORLD: String = "res://scenes/maps/maps/world.tscn"
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var player_spawner: PlayerSpawnerController
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var bullet_spawner: BulletSpawnerController
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var client_node: Node3D
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@ -14,7 +14,10 @@ var client_node: Node3D
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func _ready() -> void:
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# add player spawner
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var err: Error = OK
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err = _add_world()
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if err != OK:
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push_error("Couldn't load world")
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return
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err = _add_player_spawner()
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if err != OK:
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push_error("Couldn't load player spawner")
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@ -33,16 +36,7 @@ func _ready() -> void:
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_request_spawn.rpc_id(1)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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if multiplayer.is_server():
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pass
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#var active_players = player_spawner._get_root().get_children()
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#for n in active_players:
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#if not Server.players.has(n.owner_id):
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#_remove_player(n.owner_id)
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@rpc("call_local", "reliable", "any_peer")
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@rpc("call_local", "unreliable", "any_peer")
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func _request_spawn():
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var id: int = multiplayer.get_remote_sender_id()
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_spawn_player(id)
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@ -54,7 +48,7 @@ func _spawn_player(id: int):
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var position := controlled_node.shared_node.global_position
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_spawn_player_controller_node.rpc_id(id, position.x, position.y, position.z)
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@rpc("any_peer", "call_local", "reliable")
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@rpc("any_peer", "call_local", "unreliable")
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func _spawn_player_controller_node(x: float, y: float, z: float):
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var path := "res://scenes/player/player_node.tscn"
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var scene: PackedScene = ResourceLoader.load(path)
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@ -73,6 +67,17 @@ func spawn_player_model(owner_node: CharacterBody3D, owner_id: int):
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func _remove_player(id: int):
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player_spawner.remove_player(id)
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func _add_world() -> Error :
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if not ResourceLoader.exists(WORLD):
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return ERR_DOES_NOT_EXIST
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var scene: PackedScene = ResourceLoader.load(WORLD)
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if not scene.can_instantiate():
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return ERR_CANT_OPEN
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var node: Node3D = scene.instantiate()
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add_child(node)
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return OK
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func _add_player_spawner() -> Error :
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if not ResourceLoader.exists(PLAYER_SPAWNER):
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return ERR_DOES_NOT_EXIST
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@ -28,7 +28,7 @@ func spawn_players(spawn_location: SpawnController, id: int) -> Error:
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return OK
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return ERR_UNAUTHORIZED
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func spawn_player_model(owner_node: CharacterBody3D):
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func spawn_player_model(owner_node: CharacterBody3D):
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var model_scene: PackedScene = ResourceLoader.load("res://scenes/characters/y-bot/character.tscn")
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var model: CharacterWrapper = model_scene.instantiate()
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model.global_position = owner_node.global_position
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@ -6,14 +6,10 @@
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script = ExtResource("1_2hsyd")
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[node name="PlayersSpawner" type="MultiplayerSpawner" parent="."]
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_spawnable_scenes = PackedStringArray("res://scenes/player/server_node.tscn", "res://scenes/characters/y-bot/character.tscn")
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_spawnable_scenes = PackedStringArray("res://scenes/player/server_node.tscn")
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spawn_path = NodePath("../Players")
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spawn_limit = 100
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[node name="Players" type="Node3D" parent="."]
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[node name="Models" type="Node3D" parent="."]
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[node name="ModelSpawner" type="MultiplayerSpawner" parent="."]
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_spawnable_scenes = PackedStringArray("res://scenes/characters/y-bot/character.tscn")
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spawn_path = NodePath("../Models")
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File diff suppressed because one or more lines are too long
912
godot/scenes/maps/maps/world.tscn
Normal file
912
godot/scenes/maps/maps/world.tscn
Normal file
File diff suppressed because one or more lines are too long
@ -60,6 +60,8 @@ func _on_create_pressed() -> void:
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func _on_join_server_pressed() -> void:
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var ip: String = $JoinServerMenu/Host/TextEdit.text
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var port: int = $JoinServerMenu/Port/TextEdit.text.to_int()
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GameServerAutoload.join_server(ip, port)
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_get_game_root().load_map.emit(GameServerAutoload.current_map)
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visible = false
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@ -2,4 +2,4 @@ extends Control
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class_name Hud
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@onready var camera: Camera3D = $SubViewportContainer/SubViewport/Camera3D
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@onready var gun_mount: Node3D = $SubViewportContainer/SubViewport/Camera3D/GunMounta
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@onready var gun_mount: Node3D = $SubViewportContainer/SubViewport/Camera3D/GunMount
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@ -22,7 +22,6 @@ func _ready() -> void:
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@onready var bullet_trace_distance: Node3D = $BulletTraceDistance
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@onready var bullet_trail_end: Node3D = $BulletTrailEnd
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@onready var gun_animation = $ShotAnimation
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func shoot() -> Error:
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if can_shoot:
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