WIP: Add a proper server logic
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@ -1,17 +1,79 @@
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extends Node
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var players = {}
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var current_map: String = ""
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var local_player_health = 0
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var player_state_global: PlayerState = PlayerState.new()
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# Called when the node enters the scene tree for the first time.
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@rpc("reliable", "call_local")
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func get_player_health(id: int) -> int:
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return players.get(id)["health"]
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func _on_connected_ok():
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var player_state := PlayerState.new()
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register_player.rpc_id(1, multiplayer.get_unique_id(), player_state_global.name)
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@rpc("any_peer", "reliable", "call_remote")
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func register_player(id: int, name: String):
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print(name)
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print(id)
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var player_state := PlayerState.new()
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player_state.id = id
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player_state.name = name
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players[multiplayer.get_remote_sender_id()] = player_state
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print(players)
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func _on_player_connected(id):
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if multiplayer.is_server():
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print(str(id) + " is connected to " + str(multiplayer.get_unique_id()))
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GameServerManager.load_map.rpc_id(id, GameServerManager.current_map)
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func _ready() -> void:
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multiplayer.peer_connected.connect(_on_player_connected)
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multiplayer.connected_to_server.connect(_on_connected_ok)
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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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func set_map(name: String):
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current_map = name
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func create_server(player_data: PlayerManager) -> Error:
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var peer = ENetMultiplayerPeer.new()
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var err = peer.create_server(27015, 30)
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if err:
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return err
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multiplayer.multiplayer_peer = peer
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if DisplayServer.get_name() != "headless":
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var player_state := PlayerState.new()
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player_state.id = 1
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player_state.name = player_data.name
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players[1] = player_state
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get_tree().change_scene_to_file(current_map)
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return OK
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func join_server(player_data: PlayerManager, ip: String, port: int) -> Error:
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var peer = ENetMultiplayerPeer.new()
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var err = peer.create_client("127.0.0.1", 27015)
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if err != OK:
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return err
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player_state_global.id = multiplayer.get_remote_sender_id()
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player_state_global.name = player_data.name
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multiplayer.multiplayer_peer = peer
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register_player.rpc_id(1, player_state_global)
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return OK
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@rpc("authority", "call_remote")
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func load_map(map: String):
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get_tree().change_scene_to_file(map)
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func request_data_from_client(id: int):
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send_data_to_server.rpc_id(id)
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@rpc("any_peer", "call_remote")
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func send_data_to_server():
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pass
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12
scripts/player_manager.gd
Normal file
12
scripts/player_manager.gd
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@ -0,0 +1,12 @@
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class_name PlayerManager extends Object
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var name: String
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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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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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