First working multiplayer implementation
This commit is contained in:
@ -1,4 +1,4 @@
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[gd_scene load_steps=6 format=3 uid="uid://ccm77j5rkh21w"]
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[gd_scene load_steps=7 format=3 uid="uid://ccm77j5rkh21w"]
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[ext_resource type="Script" path="res://scripts/character_controller.gd" id="1_sue4n"]
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[ext_resource type="PackedScene" uid="uid://bmqutwuj28san" path="res://scenes/utils/view_model_camera.tscn" id="4_al83x"]
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@ -9,6 +9,14 @@
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radius = 0.368364
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height = 1.8
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_csl3n"]
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properties/0/path = NodePath(".:position")
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properties/0/spawn = true
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properties/0/replication_mode = 1
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properties/1/path = NodePath("CharacterBody3D:position")
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properties/1/spawn = true
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properties/1/replication_mode = 1
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[node name="Character" type="Node3D"]
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[node name="CharacterBody3D" type="CharacterBody3D" parent="."]
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@ -23,10 +31,12 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.71312, 0)
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radius = 0.001
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[node name="ViewModelCamera" parent="CharacterBody3D/UpperTorso" instance=ExtResource("4_al83x")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.00122696, 0.093623, -0.179357)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.00122696, 0.093623, -0.463804)
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script = ExtResource("4_uwcjh")
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[node name="Pistol" parent="CharacterBody3D/UpperTorso/ViewModelCamera" instance=ExtResource("5_6k7rq")]
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transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, -0.0287516, -0.136104, -0.276055)
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visible = false
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script = null
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
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replication_config = SubResource("SceneReplicationConfig_csl3n")
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@ -1,22 +1,8 @@
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extends Control
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# Autoload named Lobby
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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multiplayer.peer_connected.connect(_on_player_connected)
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multiplayer.peer_disconnected.connect(_on_player_disconnected)
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multiplayer.connected_to_server.connect(_on_connected_ok)
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multiplayer.connection_failed.connect(_on_connected_fail)
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multiplayer.server_disconnected.connect(_on_server_disconnected)
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pass # Replace with function body.
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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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pass
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var peer = ENetMultiplayerPeer.new()
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# These signals can be connected to by a UI lobby scene or the game scene.
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signal player_connected(peer_id, player_info)
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signal player_disconnected(peer_id)
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signal server_disconnected
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@ -25,20 +11,37 @@ const PORT = 7000
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const DEFAULT_SERVER_IP = "127.0.0.1" # IPv4 localhost
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const MAX_CONNECTIONS = 20
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var players = {}
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var my_random_number = RandomNumberGenerator.new().randf_range(-2.0, 2.0)
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var player_info = {"name": str(my_random_number)}
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var players_loaded = 0
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var player_info = {"name": "Name"}
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var players = {}
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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multiplayer.peer_connected.connect(_on_player_connected)
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multiplayer.peer_disconnected.connect(_on_player_disconnected)
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multiplayer.connected_to_server.connect(_on_connected_ok)
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multiplayer.connection_failed.connect(_on_connected_fail)
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multiplayer.server_disconnected.connect(_on_server_disconnected)
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func _on_host_pressed() -> void:
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func join_game(address = ""):
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if address.is_empty():
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address = DEFAULT_SERVER_IP
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var peer = ENetMultiplayerPeer.new()
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var error = peer.create_client(address, PORT)
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if error:
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return error
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multiplayer.multiplayer_peer = peer
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func create_game():
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var peer = ENetMultiplayerPeer.new()
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var error = peer.create_server(PORT, MAX_CONNECTIONS)
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if error:
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print(error)
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return error
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multiplayer.multiplayer_peer = peer
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players[1] = player_info
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player_connected.emit(1, player_info)
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player_connected.emit(peer.get_unique_id(), player_info)
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func remove_multiplayer_peer():
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@ -47,7 +50,7 @@ func remove_multiplayer_peer():
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# When the server decides to start the game from a UI scene,
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# do Lobby.load_game.rpc(filepath)
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@rpc("call_local", "reliable")
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func load_game(game_scene_path):
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func load_game():
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get_tree().change_scene_to_file("res://scenes/maps/el_test.tscn")
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# Every peer will call this when they have loaded the game scene.
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@ -55,36 +58,35 @@ func load_game(game_scene_path):
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func player_loaded():
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if multiplayer.is_server():
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players_loaded += 1
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players_loaded = players.size()
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if players_loaded == players.size():
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#$/root/Game.start_game()
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players_loaded = 0
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func _on_join_pressed() -> void:
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var address = '127.0.0.1'
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var peer = ENetMultiplayerPeer.new()
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var error = peer.create_client(address, PORT)
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if error:
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print(error)
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multiplayer.multiplayer_peer = peer
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func _on_player_connected(id: Variant, player_info: Variant) -> void:
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print(player_info)
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_register_player.rpc_id(id, player_info)
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# When a peer connects, send them my player info.
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# This allows transfer of all desired data for each player, not only the unique ID.
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func _on_player_connected(id):
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player_info = {"name": multiplayer.get_unique_id()}
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_register_player.rpc_id(1, multiplayer.get_unique_id(), player_info)
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@rpc("any_peer", "reliable")
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func _register_player(new_player_info):
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var new_player_id = multiplayer.get_remote_sender_id()
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players[new_player_id] = new_player_info
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player_connected.emit(new_player_id, new_player_info)
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func _register_player(id: int, new_player_info):
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var new_player_id: int = 1
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if not multiplayer.is_server():
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new_player_id = 1
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else:
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new_player_id = multiplayer.get_remote_sender_id()
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players[id] = new_player_info
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GameServerManager.players[id] = new_player_info
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#player_info = {"name": str(multiplayer.get)}
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player_connected.emit(id, new_player_info)
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func _on_player_disconnected(id: Variant) -> void:
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pass
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func _on_player_disconnected(id):
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players.erase(id)
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player_disconnected.emit(id)
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func _on_connected_ok():
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var peer_id = multiplayer.get_unique_id()
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players[peer_id] = player_info
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@ -93,17 +95,23 @@ func _on_connected_ok():
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func _on_connected_fail():
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multiplayer.multiplayer_peer = null
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func _on_server_disconnected() -> void:
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func _on_server_disconnected():
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multiplayer.multiplayer_peer = null
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players.clear()
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server_disconnected.emit()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _on_host_pressed() -> void:
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player_info = {"name": str(1)}
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_register_player(1, player_info)
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create_game()
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@rpc("call_local", "reliable", "any_peer")
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func start_game():
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get_tree().change_scene_to_file("res://scenes/maps/el_test.tscn")
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func _on_join_pressed() -> void:
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join_game()
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func _on_start_pressed() -> void:
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start_game.rpc()
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load_game.rpc()
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func _process(delta: float) -> void:
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pass
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