WIP: Add a proper server logic

This commit is contained in:
Nikolai Rodionov 2025-01-28 23:54:14 +01:00
parent 9b1ab02b94
commit 8f255e28c3
Signed by: allanger
GPG Key ID: 09F8B434D0FDD99B
6 changed files with 257 additions and 7 deletions

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@ -8,9 +8,14 @@ var player_spawner: PlayerSpawnerController
var object_spawner: Node3D
@onready var spawn_locations: SpawnController = $SpawnLocations
func _on_player_connected(id):
if multiplayer.is_server():
GameServerManager.load_map.rpc_id(id, GameServerManager.current_map)
# add the player to the
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# add player spawner
var err: Error = OK
@ -26,7 +31,6 @@ func _ready() -> void:
_spawn_player()
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass

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@ -18,13 +18,11 @@ func _get_root() -> Node3D:
# -- Spawn a player node and sync it across all peers
func spawn_players(spawn_location: SpawnController) -> Error:
print("spawning players")
var char : Node3D = null
print(GameServerManager.players)
for i in GameServerManager.players:
var player_data = GameServerManager.players[i]
var player_data: PlayerState = GameServerManager.players[i]
char = ResourceLoader.load("res://scenes/characters/placeholder.tscn").instantiate()
char.name = "PlayerPlaceholder_" + str(player_data.name)
char.name = "PlayerPlaceholder_" + str(player_data.id)
var position = spawn_location.get_spawner(SpawnController.Sides.BLUE)
char.global_position = position
char.global_position = position

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@ -0,0 +1,46 @@
extends Node
var player_manager: PlayerManager = PlayerManager.new()
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
var map_dir := DirAccess.open("res://scenes/maps/maps/")
if map_dir:
map_dir.list_dir_begin()
var file_name = map_dir.get_next()
while file_name != "":
$CreateServer/Maps.add_item(file_name)
file_name = map_dir.get_next()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_create_server_pressed() -> void:
$CreateServer.visible = true
func _on_join_server_pressed() -> void:
$JoinServer.visible = true
func _on_create_button_pressed() -> void:
var chosen_map_index = $CreateServer/Maps.get_selected_items()[0]
var chosen_map = $CreateServer/Maps.get_item_text(chosen_map_index)
var path_tmpl := "res://scenes/maps/maps/%s"
var path := path_tmpl % chosen_map
GameServerManager.current_map = path
var err := GameServerManager.create_server(player_manager)
if err != OK:
print("couldn't create a server")
func _on_text_edit_text_changed() -> void:
player_manager.name = $TextEdit.text
func _on_join_button_pressed() -> void:
GameServerManager.join_server(player_manager, $JoinServer/IP.text, $JoinServer/Port.text.to_int())

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@ -0,0 +1,128 @@
[gd_scene load_steps=2 format=3 uid="uid://s48rpcadnn47"]
[ext_resource type="Script" path="res://scenes/utils/menus/main/main_menu.gd" id="1_yi7ba"]
[node name="MainMenu" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_yi7ba")
[node name="MainButtons" type="Control" parent="."]
layout_mode = 1
anchors_preset = 10
anchor_right = 1.0
grow_horizontal = 2
[node name="CreateServer" type="Button" parent="MainButtons"]
layout_mode = 1
anchors_preset = 5
anchor_left = 0.5
anchor_right = 0.5
offset_left = -4.0
offset_right = 4.0
offset_bottom = 8.0
grow_horizontal = 2
text = "Create Server"
[node name="JoinServer" type="Button" parent="MainButtons"]
layout_mode = 1
anchors_preset = 5
anchor_left = 0.5
anchor_right = 0.5
offset_left = 90.0
offset_top = 3.0
offset_right = 203.0
offset_bottom = 34.0
grow_horizontal = 2
text = "Join Server"
[node name="CreateServer" type="Control" parent="."]
visible = false
layout_mode = 1
anchors_preset = 11
anchor_left = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = -532.0
grow_horizontal = 0
grow_vertical = 2
[node name="Maps" type="ItemList" parent="CreateServer"]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -214.0
offset_top = -905.0
offset_right = 234.0
offset_bottom = -386.0
grow_horizontal = 2
grow_vertical = 2
[node name="CreateButton" type="Button" parent="CreateServer"]
layout_mode = 0
offset_left = 236.0
offset_top = 643.0
offset_right = 282.0
offset_bottom = 674.0
text = "Start"
[node name="JoinServer" type="Control" parent="."]
visible = false
layout_mode = 1
anchors_preset = 11
anchor_left = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = -532.0
grow_horizontal = 0
grow_vertical = 2
[node name="JoinButton" type="Button" parent="JoinServer"]
layout_mode = 0
offset_left = 205.0
offset_top = 187.0
offset_right = 251.0
offset_bottom = 218.0
text = "Start"
[node name="IP" type="TextEdit" parent="JoinServer"]
layout_mode = 1
anchors_preset = 5
anchor_left = 0.5
anchor_right = 0.5
offset_left = -240.5
offset_right = 240.5
offset_bottom = 58.0
grow_horizontal = 2
text = "127.0.0.1"
[node name="Port" type="TextEdit" parent="JoinServer"]
layout_mode = 1
anchors_preset = 5
anchor_left = 0.5
anchor_right = 0.5
offset_left = -230.0
offset_top = 69.0
offset_right = 228.0
offset_bottom = 129.0
grow_horizontal = 2
text = "27015"
[node name="TextEdit" type="TextEdit" parent="."]
layout_mode = 1
offset_right = 481.0
offset_bottom = 58.0
text = "Player Name"
[connection signal="pressed" from="MainButtons/CreateServer" to="." method="_on_create_server_pressed"]
[connection signal="pressed" from="MainButtons/JoinServer" to="." method="_on_join_server_pressed"]
[connection signal="pressed" from="CreateServer/CreateButton" to="." method="_on_create_button_pressed"]
[connection signal="pressed" from="JoinServer/JoinButton" to="." method="_on_join_button_pressed"]
[connection signal="text_changed" from="TextEdit" to="." method="_on_text_edit_text_changed"]

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@ -1,17 +1,79 @@
extends Node
var players = {}
var current_map: String = ""
var local_player_health = 0
var player_state_global: PlayerState = PlayerState.new()
# Called when the node enters the scene tree for the first time.
@rpc("reliable", "call_local")
func get_player_health(id: int) -> int:
return players.get(id)["health"]
func _on_connected_ok():
var player_state := PlayerState.new()
register_player.rpc_id(1, multiplayer.get_unique_id(), player_state_global.name)
@rpc("any_peer", "reliable", "call_remote")
func register_player(id: int, name: String):
print(name)
print(id)
var player_state := PlayerState.new()
player_state.id = id
player_state.name = name
players[multiplayer.get_remote_sender_id()] = player_state
print(players)
func _on_player_connected(id):
if multiplayer.is_server():
print(str(id) + " is connected to " + str(multiplayer.get_unique_id()))
GameServerManager.load_map.rpc_id(id, GameServerManager.current_map)
func _ready() -> void:
multiplayer.peer_connected.connect(_on_player_connected)
multiplayer.connected_to_server.connect(_on_connected_ok)
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func set_map(name: String):
current_map = name
func create_server(player_data: PlayerManager) -> Error:
var peer = ENetMultiplayerPeer.new()
var err = peer.create_server(27015, 30)
if err:
return err
multiplayer.multiplayer_peer = peer
if DisplayServer.get_name() != "headless":
var player_state := PlayerState.new()
player_state.id = 1
player_state.name = player_data.name
players[1] = player_state
get_tree().change_scene_to_file(current_map)
return OK
func join_server(player_data: PlayerManager, ip: String, port: int) -> Error:
var peer = ENetMultiplayerPeer.new()
var err = peer.create_client("127.0.0.1", 27015)
if err != OK:
return err
player_state_global.id = multiplayer.get_remote_sender_id()
player_state_global.name = player_data.name
multiplayer.multiplayer_peer = peer
register_player.rpc_id(1, player_state_global)
return OK
@rpc("authority", "call_remote")
func load_map(map: String):
get_tree().change_scene_to_file(map)
func request_data_from_client(id: int):
send_data_to_server.rpc_id(id)
@rpc("any_peer", "call_remote")
func send_data_to_server():
pass

12
scripts/player_manager.gd Normal file
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@ -0,0 +1,12 @@
class_name PlayerManager extends Object
var name: String
# 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