Merge branch 'multiplayer-rework'

This commit is contained in:
Rendo 2025-12-07 15:54:20 +05:00
commit 2c9ef1cfe1
38 changed files with 535 additions and 288 deletions

View file

@ -78,6 +78,20 @@ func set_teams(attack: Array[int],defence: Array[int],spectators: Array[int]):
func switch_team(team: int) -> void:
team_switch_notification.rpc(multiplayer.get_unique_id(),team)
func swap_teams() -> void:
if not multiplayer.is_server():
return
var temp_defenders = defence_team.duplicate()
for attacker in attack_team:
server_team_switch.rpc(attacker,Session.TEAMS.DEFENCE)
for defender in temp_defenders:
server_team_switch.rpc(defender,Session.TEAMS.ATTACK)
update_peers.rpc()
@rpc("any_peer","call_local","reliable")
func team_switch_notification(id: int, team: int) -> void:
if (team == Session.TEAMS.DEFENCE and len(defence_team) > 4) or (team == Session.TEAMS.ATTACK and len(attack_team) > 4):
@ -105,6 +119,32 @@ func team_switch_notification(id: int, team: int) -> void:
update_teams_state.emit()
@rpc("authority","call_local","reliable")
func server_team_switch(id: int, team: int) -> void:
if multiplayer.get_remote_sender_id() != 1 and not multiplayer.is_server():
return
if team == Session.TEAMS.DEFENCE:
if attack_team.has(id):
attack_team.erase(id)
if specators_team.has(id):
specators_team.erase(id)
defence_team.append(id)
if team == Session.TEAMS.ATTACK:
if defence_team.has(id):
defence_team.erase(id)
if specators_team.has(id):
specators_team.erase(id)
attack_team.append(id)
if team == Session.TEAMS.SPECTATE:
if attack_team.has(id):
attack_team.erase(id)
elif defence_team.has(id):
defence_team.erase(id)
specators_team.append(id)
@rpc("authority","call_local","reliable")
func start_game() -> void:
get_tree().change_scene_to_file("res://levels/prototype_scene.tscn")
@ -121,3 +161,7 @@ func get_team() -> Session.TEAMS:
if specators_team.has(id):
return Session.TEAMS.SPECTATE
return Session.TEAMS.UNASSIGNED
@rpc("authority","call_local","reliable")
func update_peers():
update_teams_state.emit()

View file

@ -1,9 +1,12 @@
extends Node
class_name PlayerBasedVisibility
@export var visible_for_others: bool = false
@export var reference_player: Player
func _ready() -> void:
get_parent().visible = (get_multiplayer_authority() != multiplayer.get_unique_id()) == visible_for_others
get_parent().visible = (reference_player.player_id != multiplayer.get_unique_id()) == visible_for_others
func reverse() -> void:
get_parent().visible = not get_parent().visible

View file

@ -0,0 +1,182 @@
extends MultiplayerSynchronizer
class_name PlayerInput
const SCOPE: int = 0b1
const CROUCH: int = 0b10
const WALK: int = 0b100
#region SYNC
@export var direction: Vector2
@export var compressed_states: int
#endregion
signal jumped
signal drop
signal switch_weapon(to_slot: StringName)
signal fire_begin
signal fire_end
signal alternate_state
signal switch_firemode
signal reload
signal scope_begin
signal scope_end
signal crouch_begin
signal crouch_end
signal walk_begin
signal walk_end
signal interact_begin
signal interact_end
func _process(_delta: float) -> void:
if not is_multiplayer_authority(): return
direction = Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
func _input(event: InputEvent) -> void:
if not is_multiplayer_authority(): return
if event.is_action_pressed("plr_ult"):
switch_on_server.rpc_id(1,"ultimate")
elif event.is_action_pressed("plr_bomb"):
switch_on_server.rpc_id(1,"bomb")
elif event.is_action_pressed("plr_primary"):
switch_on_server.rpc_id(1,"primary")
elif event.is_action_pressed("plr_active_first"):
switch_on_server.rpc_id(1,"ability_first")
elif event.is_action_pressed("plr_active_second"):
switch_on_server.rpc_id(1,"ability_second")
elif event.is_action_pressed("plr_active_third"):
switch_on_server.rpc_id(1,"ability_third")
elif event.is_action_pressed("plr_secondary"):
switch_on_server.rpc_id(1,"secondary")
elif event.is_action_pressed("plr_knife"):
switch_on_server.rpc_id(1,"knife")
if event.is_action_pressed("plr_fire"):
fire_on_server.rpc_id(1,false)
if event.is_action_released("plr_fire"):
fire_on_server.rpc_id(1,true)
if event.is_action_pressed("plr_scope"):
alternate_state_on_server.rpc_id(1)
if event.is_action_pressed("plr_firemode"):
switch_firemode_on_server.rpc_id(1)
if event.is_action_pressed("plr_drop"):
drop_on_server.rpc_id(1)
var crouching: bool = compressed_states & CROUCH
var walking: bool = compressed_states & WALK
var scoping: bool = compressed_states & SCOPE
if event.is_action_pressed("plr_crouch"):
if ClientSettings.TOGGLE_CROUCH:
crouch_on_server.rpc_id(1,crouching)
compressed_states ^= CROUCH
elif not crouching:
compressed_states |= CROUCH
crouch_on_server.rpc_id(1,false)
if event.is_action_released("plr_crouch") and not ClientSettings.TOGGLE_CROUCH and crouching:
compressed_states &= ~CROUCH
crouch_on_server.rpc_id(1,true)
if event.is_action_pressed("plr_walk"):
if ClientSettings.TOGGLE_WALK:
walk_on_server.rpc_id(1,walking)
compressed_states ^= WALK
elif not walking:
compressed_states |= WALK
walk_on_server.rpc_id(1,false)
if event.is_action_released("plr_walk") and not ClientSettings.TOGGLE_WALK and walking:
compressed_states &= ~WALK
walk_on_server.rpc_id(1,true)
if event.is_action_pressed("plr_scope"):
if ClientSettings.TOGGLE_SCOPE:
scope_on_server.rpc_id(1,scoping)
compressed_states ^= SCOPE
elif not scoping:
compressed_states |= SCOPE
scope_on_server.rpc_id(1,false)
if event.is_action_released("plr_scope") and not ClientSettings.TOGGLE_SCOPE and scoping:
compressed_states &= ~SCOPE
scope_on_server.rpc_id(1,true)
if event.is_action_pressed("plr_reload"):
reload_on_server.rpc_id(1)
if event.is_action_pressed("plr_interact"):
interact_on_server.rpc_id(1,false)
if event.is_action_released("plr_interact"):
interact_on_server.rpc_id(1,true)
if event.is_action_pressed("plr_jump"):
jump_on_server.rpc_id(1)
@rpc("authority","call_local","reliable")
func switch_on_server(slot: StringName) -> void:
if not multiplayer.is_server(): return
switch_weapon.emit(slot)
@rpc("authority","call_local","reliable")
func drop_on_server() -> void:
if not multiplayer.is_server(): return
drop.emit()
@rpc("authority","call_local","reliable")
func fire_on_server(end: bool) -> void:
if not multiplayer.is_server(): return
if end:
fire_end.emit()
else:
fire_begin.emit()
@rpc("authority","call_local","reliable")
func alternate_state_on_server() -> void:
if not multiplayer.is_server(): return
alternate_state.emit()
@rpc("authority","call_local","reliable")
func switch_firemode_on_server() -> void:
if not multiplayer.is_server(): return
switch_firemode.emit()
@rpc("authority","call_local","reliable")
func crouch_on_server(end: bool) -> void:
if not multiplayer.is_server(): return
if end:
crouch_end.emit()
else:
crouch_begin.emit()
@rpc("authority","call_local","reliable")
func walk_on_server(end: bool) -> void:
if not multiplayer.is_server(): return
if end:
walk_end.emit()
else:
walk_begin.emit()
@rpc("authority","call_local","reliable")
func scope_on_server(end: bool) -> void:
if not multiplayer.is_server(): return
if end:
scope_end.emit()
else:
scope_begin.emit()
@rpc("authority","call_local","reliable")
func reload_on_server() -> void:
if not multiplayer.is_server(): return
reload.emit()
@rpc("authority","call_local","reliable")
func interact_on_server(end: bool) -> void:
if not multiplayer.is_server(): return
if end:
interact_end.emit()
else:
interact_begin.emit()
@rpc("authority","call_local","reliable")
func jump_on_server() -> void:
if not multiplayer.is_server(): return
jumped.emit()

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@ -0,0 +1 @@
uid://dfvnx8f1v6m5g

View file

@ -86,7 +86,7 @@ func _process(_delta: float) -> void:
func update_clock(time: float):
reference_round_time = time
@rpc("any_peer","call_remote","reliable")
@rpc("authority","call_remote","reliable")
func start_session() -> void:
if not is_server_request():
return
@ -100,7 +100,7 @@ func start_session() -> void:
start_round()
@rpc("any_peer","call_remote","reliable")
@rpc("authority","call_remote","reliable")
func end_session() -> void:
if not is_server_request():
return
@ -114,7 +114,7 @@ func end_session() -> void:
session_started = false
@rpc("any_peer","call_remote","reliable")
@rpc("authority","call_remote","reliable")
func start_round() -> void:
if not is_server_request():
return
@ -134,23 +134,26 @@ func start_round() -> void:
round_state = ROUND_STATES.BUY
round_state_changed.emit.call_deferred(round_state)
@rpc("any_peer","call_remote","reliable")
@rpc("authority","call_remote","reliable")
func end_round(win_team: int) -> void:
if not is_server_request():
return
if multiplayer.is_server():
get_tree().create_timer(5).timeout.connect(start_round)
end_round.rpc(win_team)
if current_round == Lobby.half_rounds:
Lobby.swap_teams()
if win_team == TEAMS.DEFENCE:
defender_score += 1
elif win_team == TEAMS.ATTACK:
attacker_score += 1
round_state = ROUND_STATES.AFTER_ROUND
round_state_changed.emit(round_state)
@rpc("any_peer","call_remote","reliable")
@rpc("authority","call_remote","reliable")
func begin_main_stage() -> void:
if not is_server_request():
return
@ -161,7 +164,7 @@ func begin_main_stage() -> void:
round_state = ROUND_STATES.ROUND
round_state_changed.emit(round_state)
@rpc("any_peer","call_remote","reliable")
@rpc("authority","call_remote","reliable")
func begin_bomb_stage() -> void:
if not is_server_request():
return
@ -179,7 +182,6 @@ func defuse_win() -> void:
bomb_timer.stop()
end_round(TEAMS.DEFENCE)
@rpc("any_peer","call_local","reliable")
func add_dead(team: int):
if multiplayer.is_server() == false:
return
@ -204,12 +206,7 @@ func is_server_request() -> bool:
## ammo, remaining_ammo, slot - data for dropped weapon [br]
## for more, see dyn_objects_spawner.gd
func spawn(data: Dictionary) -> void:
spawn_internal.rpc_id(1,data)
@rpc("any_peer","call_local","reliable")
func spawn_internal(data: Dictionary) -> void:
if multiplayer.is_server() == false:
printerr(str(multiplayer.get_remote_sender_id())+" tried to spawn internally on "+str(multiplayer.get_unique_id()))
return
var object = dynamic_objects_spawner.spawn(data)
@ -217,25 +214,14 @@ func spawn_internal(data: Dictionary) -> void:
if data.has("position"):
object.global_position = data.position
func despawn(path: NodePath):
despawn_internal.rpc_id(1,path)
@rpc("any_peer","call_local","reliable")
func despawn_internal(path: NodePath) -> void:
func despawn(path: NodePath) -> void:
if multiplayer.is_server() == false:
printerr(str(multiplayer.get_remote_sender_id())+" tried to despawn internally on "+str(multiplayer.get_unique_id()))
return
get_node(path).queue_free()
func shoot(damage: int,distance: float = 100) -> void:
if multiplayer.get_unique_id() == 1:
shoot_internal(1,damage,distance)
else:
shoot_internal.rpc_id(1,multiplayer.get_unique_id(),damage,distance)
@rpc("any_peer","call_local","reliable")
func shoot_internal(id:int , damage: int, distance: float) -> void:
func shoot(id:int , damage: int, distance: float) -> void:
if multiplayer.is_server() == false:
return
@ -258,16 +244,10 @@ func shoot_internal(id:int , damage: int, distance: float) -> void:
var collision = space.intersect_ray(ray)
if collision != {} and collision["collider"] is Player:
collision["collider"].take_damage.rpc_id(int(collision["collider"].name),damage)
collision["collider"].take_damage(damage)
func interact() -> void:
if multiplayer.get_unique_id() == 1:
interact_internal(1)
else:
interact_internal.rpc_id(1,multiplayer.get_unique_id())
@rpc("any_peer","call_local","reliable")
func interact_internal(id:int) -> void:
func interact(id: int) -> void:
if multiplayer.is_server() == false:
return
@ -285,27 +265,20 @@ func interact_internal(id:int) -> void:
if collision != {} and collision["collider"] is Interactible:
collision["collider"].interaction_start(id)
func stop_interact():
if multiplayer.get_unique_id() == 1:
stop_interact_internal(1)
else:
stop_interact_internal.rpc_id(1,multiplayer.get_unique_id())
@rpc("any_peer","call_local","reliable")
func stop_interact_internal(id: int) -> void:
func stop_interact(id: int) -> void:
if multiplayer.is_server() == false:
return
player_stopped_interacting.emit(id)
func is_on_site() -> bool:
func is_on_site(id: int) -> bool:
for plant in plants:
if plant.is_player_on_site(multiplayer.get_unique_id()):
if plant.is_player_on_site(id):
return true
return false
func get_site() -> PlantSite:
func get_site(id: int) -> PlantSite:
for plant in plants:
if plant.is_player_on_site(multiplayer.get_unique_id()):
if plant.is_player_on_site(id):
return plant
return null

View file

@ -15,6 +15,8 @@ func _exit_tree() -> void:
Session.round_started.disconnect(spawn)
func spawn():
if not multiplayer.is_server():
return
match team:
Session.TEAMS.ATTACK:
for attacker in Lobby.attack_team:
@ -36,18 +38,22 @@ func spawn_player(id: int) -> void:
elif team == Session.TEAMS.ATTACK:
Session.attackers_alive += 1
deferred_setup.bind(inst,team).call_deferred()
var distance = randf_range(0,spawn_radius)
var angle = randf_range(0,TAU)
var new_position = global_position + Vector3.RIGHT.rotated(Vector3.UP,angle) * distance
inst.player_id = id
inst.team = team
get_parent().add_child(inst)
inst.global_position = new_position
func spawn_spectator(id: int) -> void:
var spectator: PackedScene = load("res://scenes/spectator.tscn")
var inst = spectator.instantiate()
inst.name = str(id)
deferred_setup.bind(inst,Session.TEAMS.SPECTATE).call_deferred()
func deferred_setup(what: Node3D, new_team: Session.TEAMS):
get_parent().add_child(what,true)
var distance = randf_range(0,spawn_radius)
var angle = randf_range(0,TAU)
var new_position = global_position + Vector3.RIGHT.rotated(Vector3.UP,angle) * distance
what.set_after_spawn.rpc_id(int(what.name),new_position,new_team)
inst.team = team
get_parent().add_child(inst)
inst.global_position = new_position