43 Commits

Author SHA1 Message Date
556f0dbb27 WIP: Migrating to node3ds 2025-02-09 23:52:16 +01:00
e77a828fca WIP: Migrating to node3ds 2025-02-09 23:44:56 +01:00
ee402b1077 WIP: Migrating to node3ds 2025-02-09 23:42:09 +01:00
b1d76d433a WIP: Migrating to node3ds 2025-02-09 23:33:33 +01:00
1f6eff86c8 WIP: Migrating to node3ds 2025-02-09 23:28:31 +01:00
f9a260e3ab WIP: Migrating to node3ds 2025-02-09 23:24:57 +01:00
212a40081d WIP: Migrating to node3ds 2025-02-09 23:18:41 +01:00
9991b3891f WIP: Migrating to node3ds 2025-02-09 23:15:39 +01:00
1b7c77a05b WIP: Migrating to node3ds 2025-02-09 23:10:11 +01:00
6441456788 WIP: Migrating to node3ds 2025-02-09 23:05:59 +01:00
95ee0542cf WIP: Migrating to node3ds 2025-02-09 22:52:33 +01:00
691e0ea8bc WIP: Migrating to node3ds 2025-02-09 22:50:43 +01:00
5a0e3cc6b9 WIP: Migrating to node3ds 2025-02-09 22:48:05 +01:00
7c761752c9 WIP: Migrating to node3ds 2025-02-09 22:43:37 +01:00
6795fdeacd WIP: Some updates new prediction 2025-02-09 22:25:10 +01:00
fb05bc4dd1 WIP: Some updates 2025-02-09 22:21:42 +01:00
6528957ce1 WIP: Some updates 2025-02-09 21:43:27 +01:00
6ad263e081 WIP: Some updates 2025-02-09 20:34:17 +01:00
75f482a548 WIP: Some updates 2025-02-09 20:28:44 +01:00
ad7c3ea5f9 WIP: Some updates 2025-02-09 20:18:42 +01:00
ccc43e9c4b WIP: Some updates 2025-02-09 20:14:24 +01:00
275d697f60 WIP: Some updates 2025-02-09 18:00:14 +01:00
e922911f92 WIP: Some updates 2025-02-09 17:53:52 +01:00
b3d2461961 WIP: Some updates 2025-02-09 17:04:35 +01:00
906502a18e WIP: Some updates 2025-02-09 17:00:09 +01:00
8126b28464 WIP: Some updates 2025-02-09 16:58:32 +01:00
90cd42c1cf WIP: Some updates 2025-02-09 16:30:52 +01:00
7a36a173b5 WIP: Some updates 2025-02-09 16:27:06 +01:00
6e3d4b47dd WIP: Some updates 2025-02-08 19:53:36 +01:00
60c3694ba6 WIP: Some updates 2025-02-08 19:49:51 +01:00
67b981365e WIP: Some updates 2025-02-08 19:47:59 +01:00
8e06eadf1d WIP: Some updates 2025-02-08 19:45:21 +01:00
57a8f1fef3 WIP: Some updates 2025-02-08 19:43:04 +01:00
fa311dfb13 WIP: Some updates 2025-02-08 19:40:37 +01:00
7341d4036d WIP: Some updates 2025-02-08 19:36:29 +01:00
6219397137 WIP: Some updates 2025-02-08 19:30:32 +01:00
ee8a65a67b WIP: Some updates 2025-02-08 19:11:36 +01:00
dee082c7e4 WIP: Some updates 2025-02-08 19:05:28 +01:00
084d8248c7 WIP: Some updates 2025-02-08 19:04:20 +01:00
b6bf2b4616 WIP: Some updates 2025-02-08 17:11:19 +01:00
5ab840cdd8 WIP: Some updates 2025-02-08 17:04:17 +01:00
89992b1ef4 Fix the sync and add shooting 2025-02-06 22:06:54 +01:00
ad95c99149 Trying to make sync work 2025-02-06 13:42:14 +01:00
10 changed files with 965 additions and 965 deletions

View File

@ -72,35 +72,7 @@ func _on_load_map(map_name: String) -> void:
if scene.can_instantiate():
var node: Node3D = scene.instantiate()
logger.info("loading map: " + map_name)
$LevelLoader/MultiplayerSpawner.spawn_function = _map_spawn_function
$LevelLoader/MultiplayerSpawner.spawn(map_name)
#level_root.add_child(node)
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

View File

@ -6,4 +6,13 @@
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"]

View File

@ -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
@ -14,10 +14,7 @@ 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")
@ -36,7 +33,16 @@ func _ready() -> void:
_request_spawn.rpc_id(1)
@rpc("call_local", "unreliable", "any_peer")
# 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")
func _request_spawn():
var id: int = multiplayer.get_remote_sender_id()
_spawn_player(id)
@ -48,7 +54,7 @@ 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", "unreliable")
@rpc("any_peer", "call_local", "reliable")
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)
@ -67,17 +73,6 @@ 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

View File

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

File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long

View File

@ -60,8 +60,6 @@ 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

View File

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

View File

@ -22,6 +22,7 @@ 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: