cs-os/scripts/Networking.gd

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GDScript3
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extends Node
var player_script := preload("res://scripts/Player.gd")
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var server_map
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var player_model = preload("res://models/player.tscn")
var peer = ENetMultiplayerPeer.new()
var settings
var clients = {}
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var last_client_id = 1
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func _ready():
if "--server" in OS.get_cmdline_args():
await get_tree().create_timer(0.01).timeout #костыль пиздец но мне похую как-то
get_tree().change_scene_to_file("res://scenes/test_map.tscn")
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await get_tree().create_timer(0.05).timeout #костыль
server_map = get_tree().root.get_node("test_map")
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StartServer()
#######################################SERVER####################################
func StartServer():
settings = GameData.server_settings
var port = int(settings["port"])
var maxclients = int(settings["maxclients"])
if (peer.create_server(port, maxclients) != OK):
print("Couldn't create server. Check if another proccess binds port " + str(port))
return
multiplayer.multiplayer_peer = peer
print("Server started")
peer.connect("peer_connected", _Peer_Connected)
peer.connect("peer_disconnected", _Peer_Disconnected)
func send_everyone_except(client_id, args):
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if (typeof(args[0]) == 4): #string
for current_client_id in clients.keys():
if (str(current_client_id) == str(client_id)): continue
if (args.size() == 1): rpc_id(int(current_client_id), args[0])
elif (args.size() == 2): rpc_id(int(current_client_id), args[0], args[1])
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elif (args.size() == 3): rpc_id(int(current_client_id), args[0], args[1], args[2])
else: rpc_id(int(current_client_id), args[0], args[1], args[2], args[3])
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else:
for current_client_id in clients.keys():
if (str(current_client_id) == str(client_id)): continue
if (args.size() == 1): args[0].rpc_id(int(current_client_id))
elif (args.size() == 2): args[0].rpc_id(int(current_client_id), args[1])
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elif (args.size() == 3): args[0].rpc_id(int(current_client_id), args[1], args[2])
else: args[0].rpc_id(int(current_client_id), args[1], args[2], args[3])
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func _Peer_Connected(client_id):
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print("User " + str(client_id) + " has conected")
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var puppet = player_model.instantiate()
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var internal_id = last_client_id + 1
last_client_id += 1
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var CB3D = puppet.find_child("CharacterBody3D")
CB3D.set_is_playable(false)
CB3D.set_internal_id(internal_id)
CB3D.set_player_name("player" + str(internal_id))
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clients[str(client_id)] = player_script.new().properties.duplicate()
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clients[str(client_id)]["internal_id"] = internal_id
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server_map.add_child(puppet)
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@rpc("any_peer", "reliable", "call_remote")
func client_ready(client_id):
var client = clients[str(client_id)]
var internal_id = client["internal_id"]
print("Spawning new puppet: " + str(clients[str(client_id)]))
send_everyone_except(client_id, ["spawn_puppet", clients[str(client_id)]])
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func _Peer_Disconnected(client_id):
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print("User " + str(client_id) + " has disconnected")
var client = clients[str(client_id)]
var internal_id = client["internal_id"]
rpc("despawn_puppet", internal_id)
var puppet = server_map.get_node("player" + str(internal_id))
server_map.remove_child(puppet)
clients.erase(str(client_id))
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@rpc ("any_peer", "reliable", "call_remote")
func get_character_properties(client_id):
if !clients.has(str(client_id)):
return
var to_send = clients[str(client_id)]
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rpc_id(client_id, "set_character_properties", to_send.duplicate())
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@rpc("any_peer", "call_remote", "unreliable")
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func sync_client(client_id, position, rotation):
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#if(settings["enableAntiCheat"]): if(position > 10): return # нормально допилить надо
var client = clients[str(client_id)]
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var internal_id = client["internal_id"]
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client["position"] = position
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client["rotation"] = rotation
send_everyone_except(client_id, [server_map.get_node("player" + str(internal_id)).find_child("CharacterBody3D").sync_puppet, internal_id, position, rotation])
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@rpc ("any_peer", "call_remote", "reliable")
func get_client_list(client_id):
for current_client_id in clients.keys():
if (current_client_id == str(client_id)): continue
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rpc_id(client_id, "spawn_puppet", clients[str(current_client_id)])
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@rpc ("any_peer", "call_remote", "reliable")
func get_server_settings(client_id):
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print("Sending game settings")
var client = clients[str(client_id)]
var internal_id = client["internal_id"]
server_map.get_node("player" + str(internal_id)).find_child("CharacterBody3D").set_game_settings.rpc_id(int(client_id), settings["game"])
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@rpc ("any_peer", "call_remote", "reliable")
func set_nickname(client_id, nickname):
clients[str(client_id)]["nickname"] = nickname
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##########################################CLIENT#######################
var player
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var menu = preload("res://scenes/menu.tscn")
var test_map = preload("res://scenes/test_map.tscn")
var current_map_instance
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@rpc ("reliable", "call_remote")
func set_character_properties(p):
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print("Setting player properties to " + str(p))
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player = p
@rpc("authority", "reliable", "call_remote")
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func spawn_puppet(properties):
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var puppet = player_model.instantiate()
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var internal_id = int(properties["internal_id"])
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puppet.find_child("CharacterBody3D").set_is_playable(false)
puppet.find_child("CharacterBody3D").set_internal_id(internal_id)
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puppet.find_child("CharacterBody3D").set_player_name("player" + str(internal_id))
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print("Spawning puppet with properties: " + str(properties))
puppet.find_child("CharacterBody3D").set_nickname(properties["nickname"])
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puppet.name = "player" + str(internal_id)
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current_map_instance.add_child(puppet)
@rpc("authority", "reliable", "call_remote")
func despawn_puppet(internal_id):
var puppet = current_map_instance.get_node("player" + str(internal_id))
current_map_instance.remove_child(puppet)
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func ConnectToServer(ip, port):
peer.create_client(ip, port)
multiplayer.multiplayer_peer = peer
if not multiplayer.connected_to_server.is_connected(_Connection_Succseeded):
multiplayer.connected_to_server.connect(_Connection_Succseeded)
if not multiplayer.connection_failed.is_connected(_Connection_Failed):
multiplayer.connection_failed.connect(_Connection_Failed)
if not multiplayer.server_disconnected.is_connected(_Server_Disconnected):
multiplayer.server_disconnected.connect(_Server_Disconnected)
func _Connection_Failed():
print("Failed to connect to server")
multiplayer.multiplayer_peer = null
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peer = ENetMultiplayerPeer.new()
multiplayer.multiplayer_peer = peer
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func _Connection_Succseeded():
print("Succsessfully connected to the server")
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var nickname = GameData.client_settings["nickname"]
rpc_id(1, "set_nickname", multiplayer.get_unique_id(), nickname)
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rpc_id(1, "get_character_properties", multiplayer.get_unique_id())
get_tree().change_scene_to_file("res://scenes/test_map.tscn")
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await get_tree().create_timer(1).timeout # костыль
current_map_instance = get_tree().root.get_node("test_map")
rpc_id(1, "get_client_list", multiplayer.get_unique_id())
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var player_node = player_model.instantiate()
player_node.find_child("CharacterBody3D").set_is_playable(true)
player_node.find_child("CharacterBody3D").set_internal_id(player["internal_id"])
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player_node.find_child("CharacterBody3D").set_player_name("player" + str(player["internal_id"]))
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player_node.find_child("CharacterBody3D").set_nickname(nickname)
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current_map_instance.add_child(player_node)
await get_tree().create_timer(0.05).timeout # костыль
rpc_id(1, "get_server_settings", multiplayer.get_unique_id())
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rpc_id(1, "client_ready", multiplayer.get_unique_id())
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func _Server_Disconnected():
print("Server has disconnected")
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
get_tree().change_scene_to_file("res://scenes/menu.tscn")
multiplayer.multiplayer_peer = null
peer = ENetMultiplayerPeer.new()
multiplayer.multiplayer_peer = peer