First working multiplayer implementation

This commit is contained in:
Nikolai Rodionov 2025-01-23 20:24:42 +01:00
parent fe08da9d4c
commit 51842836ce
Signed by: allanger
GPG Key ID: 09F8B434D0FDD99B
8 changed files with 129 additions and 64 deletions

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@ -15,6 +15,10 @@ run/main_scene="res://scenes/utils/Menu.tscn"
config/features=PackedStringArray("4.3", "Forward Plus") config/features=PackedStringArray("4.3", "Forward Plus")
config/icon="res://icon.svg" config/icon="res://icon.svg"
[autoload]
GameServerManager="*res://scripts/game_server_manager.gd"
[display] [display]
window/size/viewport_width=1920 window/size/viewport_width=1920

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@ -6,15 +6,32 @@ var player_side: String
@onready var intro_view_port = $Intro/CameraMount/IntroCamera/SubViewportContainer/SubViewport @onready var intro_view_port = $Intro/CameraMount/IntroCamera/SubViewportContainer/SubViewport
@onready var spawns = $Spawns @onready var spawns = $Spawns
@onready var root = $'.' @onready var root = $'.'
@onready var players = $Players
# Called when the node enters the scene tree for the first time. # Called when the node enters the scene tree for the first time.
func _ready() -> void: func _ready() -> void:
var char : Node3D = null var char : Node3D = null
var red_spawn: Node3D = $Spawns/Blue/SpawnArea var red_spawn: Node3D = $Spawns/Blue/SpawnArea
var position := red_spawn.global_position var position := red_spawn.global_position
char = ResourceLoader.load("res://scenes/utils/character.tscn").instantiate() if multiplayer.is_server():
for i in GameServerManager.players:
char = ResourceLoader.load("res://scenes/utils/character.tscn").instantiate()
char.name = str(GameServerManager.players[i].name)
char.global_position = position
var my_random_number = RandomNumberGenerator.new().randf_range(-2.0, 2.0)
char.global_position = position
char.global_position.x += my_random_number
$MultiplayerSpawner.spawn(char)
players.add_child(char)
func spawn_player(id: int):
var red_spawn: Node3D = $Spawns/Blue/SpawnArea
var position := red_spawn.global_position
var char = ResourceLoader.load("res://scenes/utils/character.tscn").instantiate()
char.name = str(GameServerManager.players[id].name)
char.global_position = position char.global_position = position
root.add_child(char) var my_random_number = RandomNumberGenerator.new().randf_range(-2.0, 2.0)
pass char.global_position = position
char.global_position.x += my_random_number
# Called every frame. 'delta' is the elapsed time since the previous frame. # Called every frame. 'delta' is the elapsed time since the previous frame.

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@ -24,3 +24,10 @@ size = Vector3(0.100647, 1, 6.02112)
[node name="SpawnArea" type="CSGBox3D" parent="Spawns/Blue"] [node name="SpawnArea" type="CSGBox3D" parent="Spawns/Blue"]
transform = Transform3D(5.70162, 0, 0, 0, 1, 0, 0, 0, 7.97817, 21.2099, 1.78438, 1.23551) transform = Transform3D(5.70162, 0, 0, 0, 1, 0, 0, 0, 7.97817, 21.2099, 1.78438, 1.23551)
size = Vector3(0.484497, 1, 5.99213) size = Vector3(0.484497, 1, 5.99213)
[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
_spawnable_scenes = PackedStringArray("res://scenes/utils/character.tscn")
spawn_path = NodePath("../Players")
spawn_limit = 4
[node name="Players" type="Node3D" parent="."]

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@ -1,4 +1,4 @@
[gd_scene load_steps=6 format=3 uid="uid://ccm77j5rkh21w"] [gd_scene load_steps=7 format=3 uid="uid://ccm77j5rkh21w"]
[ext_resource type="Script" path="res://scripts/character_controller.gd" id="1_sue4n"] [ext_resource type="Script" path="res://scripts/character_controller.gd" id="1_sue4n"]
[ext_resource type="PackedScene" uid="uid://bmqutwuj28san" path="res://scenes/utils/view_model_camera.tscn" id="4_al83x"] [ext_resource type="PackedScene" uid="uid://bmqutwuj28san" path="res://scenes/utils/view_model_camera.tscn" id="4_al83x"]
@ -9,6 +9,14 @@
radius = 0.368364 radius = 0.368364
height = 1.8 height = 1.8
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_csl3n"]
properties/0/path = NodePath(".:position")
properties/0/spawn = true
properties/0/replication_mode = 1
properties/1/path = NodePath("CharacterBody3D:position")
properties/1/spawn = true
properties/1/replication_mode = 1
[node name="Character" type="Node3D"] [node name="Character" type="Node3D"]
[node name="CharacterBody3D" type="CharacterBody3D" parent="."] [node name="CharacterBody3D" type="CharacterBody3D" parent="."]
@ -23,10 +31,12 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.71312, 0)
radius = 0.001 radius = 0.001
[node name="ViewModelCamera" parent="CharacterBody3D/UpperTorso" instance=ExtResource("4_al83x")] [node name="ViewModelCamera" parent="CharacterBody3D/UpperTorso" instance=ExtResource("4_al83x")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.00122696, 0.093623, -0.179357) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.00122696, 0.093623, -0.463804)
script = ExtResource("4_uwcjh") script = ExtResource("4_uwcjh")
[node name="Pistol" parent="CharacterBody3D/UpperTorso/ViewModelCamera" instance=ExtResource("5_6k7rq")] [node name="Pistol" parent="CharacterBody3D/UpperTorso/ViewModelCamera" instance=ExtResource("5_6k7rq")]
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, -0.0287516, -0.136104, -0.276055) transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, -0.0287516, -0.136104, -0.276055)
visible = false
script = null script = null
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
replication_config = SubResource("SceneReplicationConfig_csl3n")

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@ -1,22 +1,8 @@
extends Control extends Control
# Autoload named Lobby
# Called when the node enters the scene tree for the first time. # These signals can be connected to by a UI lobby scene or the game scene.
func _ready() -> void:
multiplayer.peer_connected.connect(_on_player_connected)
multiplayer.peer_disconnected.connect(_on_player_disconnected)
multiplayer.connected_to_server.connect(_on_connected_ok)
multiplayer.connection_failed.connect(_on_connected_fail)
multiplayer.server_disconnected.connect(_on_server_disconnected)
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
var peer = ENetMultiplayerPeer.new()
signal player_connected(peer_id, player_info) signal player_connected(peer_id, player_info)
signal player_disconnected(peer_id) signal player_disconnected(peer_id)
signal server_disconnected signal server_disconnected
@ -25,20 +11,37 @@ const PORT = 7000
const DEFAULT_SERVER_IP = "127.0.0.1" # IPv4 localhost const DEFAULT_SERVER_IP = "127.0.0.1" # IPv4 localhost
const MAX_CONNECTIONS = 20 const MAX_CONNECTIONS = 20
var players = {}
var my_random_number = RandomNumberGenerator.new().randf_range(-2.0, 2.0)
var player_info = {"name": str(my_random_number)}
var players_loaded = 0 var players_loaded = 0
var player_info = {"name": "Name"} # Called when the node enters the scene tree for the first time.
var players = {} func _ready() -> void:
multiplayer.peer_connected.connect(_on_player_connected)
multiplayer.peer_disconnected.connect(_on_player_disconnected)
multiplayer.connected_to_server.connect(_on_connected_ok)
multiplayer.connection_failed.connect(_on_connected_fail)
multiplayer.server_disconnected.connect(_on_server_disconnected)
func _on_host_pressed() -> void: func join_game(address = ""):
if address.is_empty():
address = DEFAULT_SERVER_IP
var peer = ENetMultiplayerPeer.new()
var error = peer.create_client(address, PORT)
if error:
return error
multiplayer.multiplayer_peer = peer
func create_game():
var peer = ENetMultiplayerPeer.new() var peer = ENetMultiplayerPeer.new()
var error = peer.create_server(PORT, MAX_CONNECTIONS) var error = peer.create_server(PORT, MAX_CONNECTIONS)
if error: if error:
print(error) return error
multiplayer.multiplayer_peer = peer multiplayer.multiplayer_peer = peer
players[1] = player_info players[1] = player_info
player_connected.emit(1, player_info) player_connected.emit(peer.get_unique_id(), player_info)
func remove_multiplayer_peer(): func remove_multiplayer_peer():
@ -47,7 +50,7 @@ func remove_multiplayer_peer():
# When the server decides to start the game from a UI scene, # When the server decides to start the game from a UI scene,
# do Lobby.load_game.rpc(filepath) # do Lobby.load_game.rpc(filepath)
@rpc("call_local", "reliable") @rpc("call_local", "reliable")
func load_game(game_scene_path): func load_game():
get_tree().change_scene_to_file("res://scenes/maps/el_test.tscn") get_tree().change_scene_to_file("res://scenes/maps/el_test.tscn")
# Every peer will call this when they have loaded the game scene. # Every peer will call this when they have loaded the game scene.
@ -55,36 +58,35 @@ func load_game(game_scene_path):
func player_loaded(): func player_loaded():
if multiplayer.is_server(): if multiplayer.is_server():
players_loaded += 1 players_loaded += 1
players_loaded = players.size()
if players_loaded == players.size(): if players_loaded == players.size():
#$/root/Game.start_game()
players_loaded = 0 players_loaded = 0
func _on_join_pressed() -> void: # When a peer connects, send them my player info.
var address = '127.0.0.1' # This allows transfer of all desired data for each player, not only the unique ID.
var peer = ENetMultiplayerPeer.new() func _on_player_connected(id):
var error = peer.create_client(address, PORT) player_info = {"name": multiplayer.get_unique_id()}
if error: _register_player.rpc_id(1, multiplayer.get_unique_id(), player_info)
print(error)
multiplayer.multiplayer_peer = peer
func _on_player_connected(id: Variant, player_info: Variant) -> void:
print(player_info)
_register_player.rpc_id(id, player_info)
@rpc("any_peer", "reliable") @rpc("any_peer", "reliable")
func _register_player(new_player_info): func _register_player(id: int, new_player_info):
var new_player_id = multiplayer.get_remote_sender_id() var new_player_id: int = 1
players[new_player_id] = new_player_info if not multiplayer.is_server():
player_connected.emit(new_player_id, new_player_info) new_player_id = 1
else:
new_player_id = multiplayer.get_remote_sender_id()
players[id] = new_player_info
GameServerManager.players[id] = new_player_info
#player_info = {"name": str(multiplayer.get)}
player_connected.emit(id, new_player_info)
func _on_player_disconnected(id: Variant) -> void: func _on_player_disconnected(id):
pass
players.erase(id) players.erase(id)
player_disconnected.emit(id) player_disconnected.emit(id)
func _on_connected_ok(): func _on_connected_ok():
var peer_id = multiplayer.get_unique_id() var peer_id = multiplayer.get_unique_id()
players[peer_id] = player_info players[peer_id] = player_info
@ -94,16 +96,22 @@ func _on_connected_ok():
func _on_connected_fail(): func _on_connected_fail():
multiplayer.multiplayer_peer = null multiplayer.multiplayer_peer = null
func _on_server_disconnected() -> void:
func _on_server_disconnected():
multiplayer.multiplayer_peer = null multiplayer.multiplayer_peer = null
players.clear() players.clear()
server_disconnected.emit() server_disconnected.emit()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _on_host_pressed() -> void:
player_info = {"name": str(1)}
_register_player(1, player_info)
create_game()
func _on_join_pressed() -> void:
@rpc("call_local", "reliable", "any_peer") join_game()
func start_game():
get_tree().change_scene_to_file("res://scenes/maps/el_test.tscn")
func _on_start_pressed() -> void: func _on_start_pressed() -> void:
start_game.rpc() load_game.rpc()
func _process(delta: float) -> void:
pass

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@ -37,6 +37,8 @@ surface_material_override/0 = SubResource("StandardMaterial3D_p8o05")
[node name="RayCast3D" type="RayCast3D" parent="."] [node name="RayCast3D" type="RayCast3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.100459) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.100459)
target_position = Vector3(0, 0, -0.5) target_position = Vector3(0, 0, -0.5)
hit_back_faces = false
collide_with_areas = true
[node name="GPUParticles3D" type="GPUParticles3D" parent="."] [node name="GPUParticles3D" type="GPUParticles3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.18476) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.18476)

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@ -16,7 +16,6 @@ class_name Player extends CharacterBody3D
@onready var body: Node3D = $RealBody @onready var body: Node3D = $RealBody
var jumping: bool = false var jumping: bool = false
var mouse_captured: bool = false var mouse_captured: bool = false
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity") var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
var move_dir: Vector2 # Input direction for movement var move_dir: Vector2 # Input direction for movement
@ -32,7 +31,11 @@ var is_crouch: bool = false
@onready var character: Node3D = $"." @onready var character: Node3D = $"."
func _ready() -> void: func _ready() -> void:
$"../MultiplayerSynchronizer".set_multiplayer_authority(str($"..".name).to_int())
enable_camera()
capture_mouse() capture_mouse()
#print("I am " + str(multiplayer.get_unique_id()) + "I'm controling " + str($"../MultiplayerSynchronizer".get_multiplayer_authority()))
func _unhandled_input(event: InputEvent) -> void: func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion: if event is InputEventMouseMotion:
look_dir = event.relative * 0.001 look_dir = event.relative * 0.001
@ -44,12 +47,15 @@ func _unhandled_input(event: InputEvent) -> void:
if Input.is_action_just_pressed("crouch"): crouch() if Input.is_action_just_pressed("crouch"): crouch()
if Input.is_action_just_released("crouch"): uncrouch() if Input.is_action_just_released("crouch"): uncrouch()
func enable_camera():
if str($"..".name).to_int() == multiplayer.get_unique_id():
$UpperTorso/ViewModelCamera.make_current()
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
if mouse_captured: _handle_joypad_camera_rotation(delta) if str($"..".name).to_int() == multiplayer.get_unique_id():
velocity = _walk(delta) + _gravity(delta) + _jump(delta) if mouse_captured: _handle_joypad_camera_rotation(delta)
velocity = _walk(delta) + _gravity(delta) + _jump(delta)
move_and_slide() move_and_slide()
func capture_mouse() -> void: func capture_mouse() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)

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@ -0,0 +1,11 @@
extends Node
var players = {}
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass