killbox/godot/scenes/game_root/game_root.gd

107 lines
2.9 KiB
GDScript

extends Node
class_name GameRoot
signal load_map(name: String)
# -- config from args
var config_file: String = ""
const MAIN_MENU_SCENE := "res://scenes/menus/main/main_menu.tscn"
@onready var level_root: Node3D = $LevelLoader/Level
@onready var level_spawner: MultiplayerSpawner = $LevelLoader/MultiplayerSpawner
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()
if OS.has_feature("dedicated_server") or DisplayServer.get_name() == "headless":
var err := _start_dedicated_server()
if err != OK:
logger.error("couldn't start the server, err is " + str(err))
else:
var err := _start_game()
if err != OK:
logger.error("couldn't start the game, err is " + str(err))
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
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_load_map(map_name: String) -> void:
for c in level_root.get_children():
level_root.remove_child(c)
c.queue_free()
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")
var scene: PackedScene = ResourceLoader.load(path)
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)
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