open-strike-2/scenes/maps/base/map_loader.gd
Nikolai Rodionov dfe888a918
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Move the real player authority to server
- Add rust bindings for the server player controller
- Implement reconciliation loop for checking the player state
- Place spawners on the test map
- Add Containerfile and helm chart
2025-01-31 19:24:57 +00:00

89 lines
2.8 KiB
GDScript

class_name MapController extends Node
@export_category("MapController")
const PLAYER_SPAWNER: String = "res://scenes/maps/base/player_spawner/player_spawner.tscn"
const OBJECT_SPAWNER: String = "res://scenes/maps/base/object_spawner/object_spawner.tscn"
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
err = _add_player_spawner()
if err != OK:
push_error("Couldn't load player spawner")
err = _add_object_spawner()
if err != OK:
push_error("Couldn't load object spawner")
# add objects spawner
if not OS.has_feature("dedicated_server"):
_request_spawn.rpc_id(1, multiplayer.get_unique_id())
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
if multiplayer.is_server():
var active_players = player_spawner._get_root().get_children()
for n in active_players:
if not GameServerManager.players.has(n.owner_id):
_remove_player(n.owner_id)
@rpc("call_local", "reliable", "any_peer")
func _request_spawn(id: int):
_spawn_player(id)
func _spawn_player(id: int):
player_spawner.spawn_players(spawn_locations, id)
func _remove_player(id: int):
player_spawner.remove_player(id)
func _add_player_spawner() -> Error :
if not ResourceLoader.exists(PLAYER_SPAWNER):
return ERR_DOES_NOT_EXIST
var scene: PackedScene = ResourceLoader.load(PLAYER_SPAWNER)
if not scene.can_instantiate():
return ERR_CANT_OPEN
var node: Node3D = scene.instantiate()
add_child(node)
player_spawner = node
return OK
func _add_object_spawner() -> Error :
if not ResourceLoader.exists(OBJECT_SPAWNER):
return ERR_DOES_NOT_EXIST
var scene: PackedScene = ResourceLoader.load(OBJECT_SPAWNER)
if not scene.can_instantiate():
return ERR_CANT_OPEN
var node: Node3D = scene.instantiate()
add_child(node)
object_spawner = node
return OK
var bullet_amount: int = 0
func spawn_bullet(starting_point: Node3D, speed: int, damage: int):
var node: Node3D = ResourceLoader.load("res://scenes/weapon/bullet.tscn").instantiate()
node.position = starting_point.global_position
node.transform.basis = starting_point.global_transform.basis
node.name = str(bullet_amount)
node.speed = speed
node.damage = damage
bullet_amount += 1
var spawner: MultiplayerSpawner = object_spawner.find_child("MultiplayerSpawner")
var root_node: Node3D = object_spawner.find_child("Objects")
spawner.spawn(node)
root_node.add_child(node)