cs-os/scripts/Networking.gd

248 lines
9.4 KiB
GDScript

extends Node
var player_script := preload("res://scripts/Player.gd")
var server_map
@onready var Weapons = GameData.Weapons
var player_model = preload("res://models/player.tscn")
var peer = ENetMultiplayerPeer.new()
var settings
var clients = {}
var last_client_id = 1
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")
await get_tree().create_timer(0.05).timeout #костыль
server_map = get_tree().root.get_node("test_map")
StartServer()
#######################################SERVER####################################
func find_cb3d_by_internal_id(internal_id):
return server_map.get_node("player" + str(internal_id)).find_child("CharacterBody3D")
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)
var spectator = preload("res://models/spectator.tscn").instantiate()
server_map.add_child(spectator)
func send_everyone_except(client_id, args):
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])
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])
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])
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])
func _Peer_Connected(client_id):
print("User " + str(client_id) + " has conected")
var internal_id = last_client_id + 1
last_client_id += 1
clients[client_id] = player_script.new().properties.duplicate()
clients[client_id]["position"] = Vector3(0, 10, 0)
clients[client_id]["internal_id"] = internal_id
clients[client_id]["is_playable"] = false
var puppet = player_model.instantiate()
var CB3D = puppet.find_child("CharacterBody3D")
CB3D.set_properties(clients[client_id])
server_map.add_child(puppet)
@rpc("any_peer", "reliable", "call_remote")
func client_ready(client_id):
var client = clients[client_id]
var internal_id = client["internal_id"]
send_everyone_except(client_id, ["spawn_puppet", clients[client_id]])
clients[client_id]["ready"] = true
func _Peer_Disconnected(client_id):
print("User " + str(client_id) + " has disconnected")
var client = clients[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(client_id)
@rpc ("any_peer", "reliable", "call_remote")
func get_character_properties(client_id):
if !clients.has(client_id):
return
var to_send = clients[client_id]
rpc_id(client_id, "set_character_properties", to_send.duplicate())
@rpc("any_peer", "call_remote", "unreliable")
func sync_client(client_id, position, rotation):
var client = clients[client_id]
var internal_id = str(client["internal_id"])
var client_cb3d = find_cb3d_by_internal_id(internal_id)
client_cb3d.position = position
client_cb3d.find_child("Head").rotation.y = rotation.y
client_cb3d.find_child("Head").find_child("Camera").rotation.x = rotation.x
client["position"] = position
client["rotation"] = rotation
send_everyone_except(client_id, [client_cb3d.sync_puppet, internal_id, position, rotation])
@rpc ("any_peer", "call_remote", "reliable")
func get_client_list(client_id):
for current_client_id in clients.keys():
if (current_client_id == client_id): continue
rpc_id(client_id, "spawn_puppet", clients[current_client_id])
@rpc ("any_peer", "call_remote", "reliable")
func get_server_settings(client_id):
print("Sending game settings")
var client = clients[client_id]
var internal_id = str(client["internal_id"])
var client_cb3d = find_cb3d_by_internal_id(internal_id)
client_cb3d.set_game_settings.rpc_id(client_id, settings["game"])
@rpc ("any_peer", "call_remote", "reliable")
func set_nickname(client_id, nickname):
print("Got nickname from client: " + str(nickname))
clients[client_id]["nickname"] = nickname
@rpc("any_peer", "call_remote", "reliable")
func shot(client_id):
var client = clients[client_id]
var internal_id = client["internal_id"]
var raycast:RayCast3D = find_cb3d_by_internal_id(internal_id).get_node("Head/Camera/RayCast3D")
var target = raycast.get_collider()
if (not target is CharacterBody3D): return
var target_internal_id = int(target.get_node("..").name.get_slice("player", 1))
var target_client
for checking_client_id in clients.keys():
if (clients[checking_client_id]["internal_id"] == target_internal_id):
target_client = clients[checking_client_id]
var target_cb3d = find_cb3d_by_internal_id(target_internal_id)
var target_client_id = int(clients.find_key(target_client))
var current_weapon = Weapons.find_key(client["current_weapon"])
var current_weapon_settings = settings["game"]["weapons"][current_weapon]
var damage = current_weapon_settings["damage"];
var time_since_last_shot = (Time.get_ticks_msec() - client["last_shot"]) / 1000.
if (time_since_last_shot < current_weapon_settings["fireRate"] and client["last_shot"] > 0):
return
client["last_shot"] = Time.get_ticks_msec()
target_client["HP"] -= damage
if (target_client["HP"] <= 0):
target_cb3d.teleport.rpc_id(target_client_id, Vector3(0, 10, 0))
target_client["HP"] = 100
target_cb3d.set_hp.rpc_id(target_client_id, target_client["HP"])
@rpc("reliable", "call_remote", "any_peer")
func change_weapon(client_id, new_weapon):
var client = clients[client_id]
var internal_id = str(client["internal_id"])
client["current_weapon"] = new_weapon
var client_cb3d = find_cb3d_by_internal_id(internal_id)
client_cb3d.change_weapon(new_weapon)
send_everyone_except(client_id, [client_cb3d.change_weapon_puppet, internal_id, new_weapon])
#client_cb3d.change_weapon_puppet.rpc_id(client_id, new_weapon)
##########################################CLIENT#######################
var player
var menu = preload("res://scenes/menu.tscn")
var test_map = preload("res://scenes/test_map.tscn")
var current_map_instance
@rpc ("reliable", "call_remote")
func set_character_properties(p):
print("Setting player properties to " + str(p))
player = p
@rpc("authority", "reliable", "call_remote")
func spawn_puppet(properties):
var puppet = player_model.instantiate()
var CB3D = puppet.find_child("CharacterBody3D")
properties["ready"] = true
CB3D.set_properties(properties.duplicate())
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)
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
peer = ENetMultiplayerPeer.new()
multiplayer.multiplayer_peer = peer
func _Connection_Succseeded():
print("Succsessfully connected to the server")
var nickname = GameData.client_settings["nickname"]
rpc_id(1, "set_nickname", multiplayer.get_unique_id(), nickname)
rpc_id(1, "get_character_properties", multiplayer.get_unique_id())
get_tree().change_scene_to_file("res://scenes/test_map.tscn")
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())
await get_tree().create_timer(0.05).timeout # костыль # tp
rpc_id(1, "get_server_settings", multiplayer.get_unique_id())
var player_node = player_model.instantiate()
var CB3D = player_node.find_child("CharacterBody3D")
var properties = player_script.new().properties.duplicate()
properties = player
properties["is_playable"] = true
properties["ready"] = true
CB3D.set_properties(properties)
current_map_instance.add_child(player_node)
await get_tree().create_timer(0.05).timeout # костыль
rpc_id(1, "client_ready", multiplayer.get_unique_id())
func _Server_Disconnected():
print("Server has disconnected")
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