Some checks failed
ci/woodpecker/push/woodpecker Pipeline failed
- 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
79 lines
2.3 KiB
GDScript
79 lines
2.3 KiB
GDScript
extends Node
|
|
|
|
var player_manager: PlayerManager = PlayerManager.new()
|
|
|
|
# Called when the node enters the scene tree for the first time.
|
|
func _ready() -> void:
|
|
if OS.has_feature("dedicated_server"):
|
|
var chosen_map = "lowpoly_tdm_2.tscn"
|
|
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:
|
|
push_error("couldn't create a server")
|
|
change_level.call_deferred(path)
|
|
print(get_tree().get_root())
|
|
else:
|
|
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 != "":
|
|
$UI/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:
|
|
$UI/CreateServer.visible = true
|
|
|
|
func _on_join_server_pressed() -> void:
|
|
$UI/JoinServer.visible = true
|
|
|
|
|
|
|
|
func _on_create_button_pressed() -> void:
|
|
var chosen_map_index = $UI/CreateServer/Maps.get_selected_items()[0]
|
|
var chosen_map = $UI/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:
|
|
push_error("couldn't create a server")
|
|
$UI.hide()
|
|
change_level.call_deferred(path)
|
|
|
|
# Call this function deferred and only on the main authority (server).
|
|
func change_level(path: String):
|
|
# Remove old level if any.
|
|
var level = $LevelLoader/CurrentLevel
|
|
print("cleaning up the mount node")
|
|
for c in level.get_children():
|
|
level.remove_child(c)
|
|
c.queue_free()
|
|
# Add new level.
|
|
if not ResourceLoader.exists(path):
|
|
print(ERR_DOES_NOT_EXIST)
|
|
var scene: PackedScene = ResourceLoader.load(path)
|
|
if scene.can_instantiate():
|
|
var node: Node3D = scene.instantiate()
|
|
print("loading map: " + node.name)
|
|
level.add_child(node)
|
|
else:
|
|
print("Can't initialize")
|
|
|
|
|
|
func _on_text_edit_text_changed() -> void:
|
|
player_manager.name = $UI/TextEdit.text
|
|
|
|
|
|
func _on_join_button_pressed() -> void:
|
|
$UI.hide()
|
|
GameServerManager.join_server(player_manager, $UI/JoinServer/IP.text, $UI/JoinServer/Port.text.to_int())
|
|
|