Huge amount of updates

This commit is contained in:
2025-02-12 13:07:21 +01:00
parent 349b6b7226
commit 687c2ae1f5
96 changed files with 15637 additions and 156 deletions

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extends Node
const DEFAULT_JUMP_VELOCITY: float = 5
const DEFAULT_CHARACTER_SPEED: float = 7.0

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extends Node
class_name GameRoot
signal load_map(name: String)
# -- config from args
var config_file: String = ""
const MAIN_MENU_SCENE := "res://scenes/interface/main_menu/main_menu.tscn"
const SERVER_DATA_NODE := "res://scenes/utils/server_data/server_data.tscn"
@onready var level_root: Node3D = $Level
@onready var utils_root: Node = $Utils
func _parse_args() -> void:
var args := Array(OS.get_cmdline_args())
var config_arg: String = "--config"
if args.has(config_arg):
var index := args.find(config_arg)
config_file = args[index + 1]
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
_parse_args()
var err: Error
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)
func _on_player_disconnected(id) -> void:
logger.info("player is disconnected with id: " + str(id))
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)
@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)
func _on_connected_to_server() -> void:
logger.info("connection is successful, sending info")
register_player.rpc_id(1, multiplayer.get_unique_id(), "client")
@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")
else:
logger.debug("register player is supposed to be executed on the server")
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
var node: MainMenu = scene.instantiate()
add_child(node)
return OK
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
var node: ServerData = scene.instantiate()
utils_root.add_child(node)
return OK
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)
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")
func create_server(port: int, player_limit: int, server_only: bool = false, map: String = "lowpoly_tdm_2.tscn") -> 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 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
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

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[gd_scene load_steps=2 format=3 uid="uid://f3lbhroreypw"]
[ext_resource type="Script" path="res://scenes/utils/game_root/game_root.gd" id="1_ogtsj"]
[node name="GameRoot" type="Node"]
script = ExtResource("1_ogtsj")
[node name="ServerDataSpawner" type="MultiplayerSpawner" parent="."]
_spawnable_scenes = PackedStringArray("res://scenes/utils/server_data/server_data.tscn")
spawn_path = NodePath("../Utils")
spawn_limit = 1
[node name="Utils" type="Node" parent="."]
[node name="Level" type="Node3D" parent="."]
[connection signal="load_map" from="." to="." method="_on_load_map"]

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extends Node
class_name Logger
var thread: Thread = Thread.new()
var mutex: Mutex = Mutex.new()
var log_queue: Array[String] = []
var running: bool = true
func _ready():
thread.start(log_writer)
func info(msg: Variant):
mutex.lock()
log_queue.append("[color=white][b]INFO:[/b] [/color]" + msg)
mutex.unlock()
func debug(msg: Variant):
mutex.lock()
log_queue.append("[color=cyan][b]DEBUG:[/b] [/color]" + msg)
mutex.unlock()
func warning(msg: Variant):
mutex.lock()
log_queue.append("[color=yellow][b]WARN:[/b] [/color]" + msg)
push_warning(msg)
mutex.unlock()
func error(msg: Variant):
mutex.lock()
log_queue.append("[color=red][b]ERROR:[/b] [/color]" + msg)
push_error(msg)
mutex.unlock()
func log_writer():
while running:
mutex.lock()
while log_queue.size() > 0:
var log_message = log_queue.pop_front()
print_rich(log_message)
mutex.unlock()
# Prevent high CPU usage
await get_tree().create_timer(0.1).timeout
func _exit_tree():
running = false
thread.wait_to_finish()

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class_name PlayerData extends Resource
@export var id: int = 0
@export var username: String = ""
@export var score: int = 0
@export var damage: int = 0
@export var headshots: int = 0
enum Side {
BLUE = 0,
RED = 1,
UNDEFINED = -1,
}
const blue = "attack"
const red = "defend"
const underfined = "unddefined"
@export var side: PlayerData.Side = Side.UNDEFINED
@export var active: bool = false

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class_name ServerData extends Node
@export var players: Dictionary = {}
@export var port: int = 27015
@export var player_limit: int = 30
@export var current_map: String = "lowpoly_tdm_2"
@rpc("any_peer", "reliable", "call_local")
func set_player_side(side: String):
if multiplayer.is_server():
var id: int = multiplayer.get_remote_sender_id()
if players.has(id):
players[id]["side"] = side
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass

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[gd_scene load_steps=3 format=3 uid="uid://cu6t3m38skton"]
[ext_resource type="Script" path="res://scenes/utils/server_data/server_data.gd" id="1_o07e3"]
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_t8y34"]
properties/0/path = NodePath(".:players")
properties/0/spawn = true
properties/0/replication_mode = 1
properties/1/path = NodePath(".:current_map")
properties/1/spawn = true
properties/1/replication_mode = 1
[node name="ServerData" type="Node"]
script = ExtResource("1_o07e3")
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
replication_config = SubResource("SceneReplicationConfig_t8y34")