Late connection
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parent
59bf07b076
commit
63209ccc1e
9 changed files with 73 additions and 23 deletions
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@ -5,6 +5,7 @@ extends Label
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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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Session.round_started.connect(update)
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Session.session_started.connect(update)
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func update():
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if our_side:
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@ -3,13 +3,5 @@ extends Node
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func _ready() -> void:
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Lobby.lobby_joined.connect(on_lobby_joined)
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func _on_leave_button_pressed() -> void:
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Lobby.leave()
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$"../..".hide()
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$"../../../MainMenu".show()
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func _on_start_button_pressed() -> void:
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Lobby.start_game.rpc()
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func on_lobby_joined() -> void:
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$StartButton.hide()
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@ -1,8 +1,9 @@
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extends Node
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extends Control
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func _ready() -> void:
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Lobby.lobby_joined.connect(hide_host_buttons)
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Session.session_started.connect(hide)
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Lobby.lobby_created.connect(show_host_buttons)
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Lobby.lobby_closed.connect(cleanup_lobby)
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Lobby.update_teams_state.connect(on_player_switched_team)
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@ -20,7 +21,7 @@ func cleanup_lobby() -> void:
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func _on_start_button_pressed() -> void:
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Lobby.start_game.rpc()
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Lobby.start_game()
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func hide_host_buttons() -> void:
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%StartButton.hide()
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@ -145,12 +145,12 @@ func server_team_switch(id: int, team: int) -> void:
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defence_team.erase(id)
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specators_team.append(id)
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@rpc("authority","call_local","reliable")
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func start_game() -> void:
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get_tree().change_scene_to_file("res://levels/prototype_scene.tscn")
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if multiplayer.is_server():
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await get_tree().scene_changed
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Session.start_session()
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if not multiplayer.is_server():
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return
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get_tree().current_scene.get_node("%MainMenu").visible = false
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get_tree().current_scene.get_node("%LevelContainer").add_child(preload("res://levels/prototype_scene.tscn").instantiate())
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Session.start_session()
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func get_team() -> Session.TEAMS:
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var id = multiplayer.get_unique_id()
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@ -19,7 +19,10 @@ enum ROUND_STATES {
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const ATTACK_LAYER: int = 0b10000
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const DEFENCE_LAYER: int = 0b100000
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signal session_started
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signal session_ended
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signal round_started
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signal late_player_connected(id: int)
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signal round_state_changed(state: int)
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signal player_stopped_interacting(id: int)
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@ -41,7 +44,7 @@ var round_timer: Timer
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var buy_timer: Timer
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var round_state: ROUND_STATES
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var session_started: bool = false
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var session_started_flag: bool = false
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var reference_round_time: float
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@ -67,6 +70,38 @@ func _ready() -> void:
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add_child(bomb_timer)
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add_child(round_timer)
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add_child(buy_timer)
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multiplayer.peer_connected.connect(sync_session_server)
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func sync_session_server(id: int):
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if multiplayer.is_server() == false or session_started_flag == false:
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return
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var data: PackedByteArray
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data.resize(6)
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data.encode_u8(0,current_round)
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data.encode_u8(1,attacker_score)
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data.encode_u8(2,defender_score)
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data.encode_u8(3,attackers_alive)
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data.encode_u8(4,defenders_alive)
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data.encode_u8(5,round_state)
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sync_session_client.rpc_id(id,data)
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late_player_connected.emit(id)
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@rpc("authority","call_remote","reliable")
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func sync_session_client(data: PackedByteArray):
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if not is_server_request():
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return
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current_round = data.decode_u8(0)
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attacker_score = data.decode_u8(1)
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defender_score = data.decode_u8(2)
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attackers_alive = data.decode_u8(3)
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defenders_alive = data.decode_u8(4)
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round_state = data.decode_u8(5) as ROUND_STATES
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session_started.emit()
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func _process(_delta: float) -> void:
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if multiplayer.is_server() == false or not session_started:
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@ -96,7 +131,8 @@ func start_session() -> void:
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current_round = 0
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attacker_score = 0
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defender_score = 0
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session_started = true
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session_started_flag = true
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session_started.emit()
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start_round()
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@ -111,8 +147,9 @@ func end_session() -> void:
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round_timer.stop()
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buy_timer.stop()
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object_containers.clear()
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session_ended.emit()
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session_started = false
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session_started_flag = false
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@rpc("authority","call_remote","reliable")
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func start_round() -> void:
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@ -8,6 +8,9 @@ func _ready() -> void:
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queue_free()
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return
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Session.round_started.connect(spawn)
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if team == Session.TEAMS.SPECTATE:
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Session.late_player_connected.connect(spawn_spectator)
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func _exit_tree() -> void:
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if not multiplayer.is_server():
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