Server.gd 5.9 KB

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  1. extends Node
  2. var net = NetworkedMultiplayerENet.new()
  3. var api = MultiplayerAPI.new()
  4. var port = 8081
  5. var maxplayer = 4
  6. export(NodePath) var database
  7. func _ready():
  8. print('listening to port: ' + str(port))
  9. net.create_server(port, maxplayer)
  10. self.set_custom_multiplayer(api)
  11. custom_multiplayer.set_root_node(self)
  12. custom_multiplayer.set_network_peer(net)
  13. net.connect("peer_disconnected",self,"disc")
  14. net.connect("peer_connected",self,"conn")
  15. get_parent().get_node('Levelselect').loadlevel('test', true)
  16. pass # Replace with function body.
  17. func _process(_delta):
  18. custom_multiplayer.poll()
  19. var playerphsyics = preload('res://playerphysics.tscn')
  20. func conn(id):
  21. print('client connected, id: ' + str(id))
  22. yield(get_tree(),"physics_frame")
  23. rpc_id(0,'ping')
  24. rpc_id(0,'tokerequest')
  25. export var db_validation = true
  26. remote func tokenreply(token, username):
  27. var db = get_parent().get_node('PostgreSQL')
  28. var data = db.Read('validtokens_database','username',"'"+str(username)+"'")
  29. var message = 'token validated'
  30. if db_validation:
  31. if data == [] or data == null:
  32. message = "no token found"
  33. return
  34. if data[0][2] != token:
  35. message = "token is invalid"
  36. print('check tokens....')
  37. print(token)
  38. print(data)
  39. print(message)
  40. if message == 'token validated':
  41. print('clients connected: ' + str(custom_multiplayer.get_network_connected_peers().size()))
  42. var instance = playerphsyics.instance()
  43. instance.name = str(api.get_rpc_sender_id())
  44. $players.add_child(instance)
  45. if username == null or username == "":
  46. username = 'player' + str(custom_multiplayer.get_network_connected_peers().size())
  47. usernames_dict[api.get_rpc_sender_id()] = str(username)
  48. send_list_of_usernames(api.get_rpc_sender_id(), username)
  49. rpc_id(api.get_rpc_sender_id(),'loadlevel','test')
  50. func send_list_of_usernames(user, username):
  51. rpc_id(user,'_on_usernames', usernames_dict)
  52. rpc_id(0,'_on_usernames', { user : username } )
  53. var messages_array = []
  54. var usernames_dict = {}
  55. remote func chat_messages(message):
  56. if $players.has_node(str(api.get_rpc_sender_id())):
  57. var buff = usernames_dict[api.get_rpc_sender_id()] + ': ' + str(message)
  58. messages_array.append( buff )
  59. rpc_id(0,'_On_chat_Message', buff)
  60. remote func connected_peer():
  61. print('syncing clients')
  62. rpc_id(0,'_On_Peer_Connected')
  63. func makedummmy():
  64. var node = api.get_rpc_sender_id()
  65. $players.get_node(str(node)).add_to_group('dummy')
  66. remote func send_clients():
  67. rpc_id(api.get_rpc_sender_id(), 'client_data', custom_multiplayer.get_network_connected_peers())
  68. # extra
  69. func disc(arg):
  70. print('client disconnected, id: ' + str(arg))
  71. rpc_id(0,'_On_Player_Disconnect',arg)
  72. remote func latency(arg):
  73. rpc_id(api.get_rpc_sender_id(), 'returnping', arg)
  74. remote func input_handler(arg,arg2):
  75. var id = api.get_rpc_sender_id()
  76. if $players.has_node(str(id)):
  77. $players.get_node(str(id)).input = arg
  78. $players.get_node(str(id)).input2 = arg2
  79. var tick = 0
  80. export var tickrate = 3
  81. func _physics_process(delta):
  82. var position_datachunk = {}
  83. for i in $players.get_children():
  84. position_datachunk[i.name] = i.global_position
  85. rpc_unreliable_id(0, 'player_position', position_datachunk)
  86. var animation_datachunk = {}
  87. for i in $players.get_children():
  88. animation_datachunk[i.name] = i.animation
  89. rpc_unreliable_id(0, 'player_animation', animation_datachunk)
  90. synnc($projectiles, 'projectiles_sync')
  91. synnc($Enemies, 'enemies_position_2')
  92. # tick += 1
  93. # if fmod(tick,tickrate) == 0:
  94. # var enemies_datachunk = PoolByteArray()
  95. # for i in $enemies.dict.arraypos.size():
  96. # if $enemies.dict.arrayvida[i] > 0:
  97. # var pos = $enemies.dict.arraypos[i]
  98. # enemies_datachunk.append_array( return_int16(pos.x) )
  99. # enemies_datachunk.append_array( return_int16(pos.y) )
  100. # var bytetest : PoolByteArray
  101. # bytetest.append($enemies.dict.type[i] )
  102. # enemies_datachunk.append_array( bytetest )
  103. # rpc_unreliable_id(0, 'enemies_position_2', enemies_datachunk)
  104. func synnc(arg,arg1):
  105. var projectile_datachunk = PoolByteArray()
  106. for i in arg.get_children():
  107. var pos = i.global_position
  108. projectile_datachunk.append_array( return_int16(pos.x) )
  109. projectile_datachunk.append_array( return_int16(pos.y) )
  110. var bytetest : PoolByteArray
  111. bytetest.append(i.type)
  112. projectile_datachunk.append_array( bytetest )
  113. rpc_unreliable_id(0, arg1, projectile_datachunk)
  114. func return_int16(number):
  115. var int16 = number + 32768
  116. var bytetest : PoolByteArray
  117. var byte1:int = int(int16/255)
  118. var byte2:int = int(fmod(int16,255))
  119. bytetest.append(byte1)
  120. bytetest.append(byte2)
  121. return bytetest
  122. func player_anim(attack,arg):
  123. rpc_id( 0,'attack_anim', attack, int(arg) )
  124. func hp_update(vida, id):
  125. rpc_id( 0,'atr_update', {id:{'hp':vida}})
  126. func kill_update(kill, xp, lv, nxt, id):
  127. rpc_id( 0,'atr_update', {id:{'k':kill, 'xp':xp, 'lv':lv, 'nxt':nxt}})
  128. func level_up(lv, maxhp, gain, dmgup, id):
  129. rpc_id( 0,'level_up', lv, id)
  130. $players.get_node(str(id)).regenhp(gain)
  131. $players.get_node(str(id)).dmg += dmgup
  132. rpc_id( 0,'atr_update', {id:{'maxhp':maxhp}})
  133. # gen_power_queue(str(id))
  134. #powerup code
  135. var queue_powermenu_request = {
  136. # 'id' : {'power':['a','b','c'],'client':0}
  137. }
  138. func gen_power_queue(client):
  139. var time = str(OS.get_system_time_msecs())+str(client)
  140. queue_powermenu_request[time] = {}
  141. queue_powermenu_request[time]['power'] = gen_power()
  142. queue_powermenu_request[time]['client'] = client
  143. rpc_id( int(client), 'powerpick', queue_powermenu_request[time]['power'] , time )
  144. _pauser_gen(false)
  145. remote func optionpick(id, choice):
  146. var client = api.get_rpc_sender_id()
  147. if queue_powermenu_request.has(id):
  148. var power = queue_powermenu_request[id]['power'][choice]
  149. print(power)
  150. if $players.has_node(str(client)):
  151. $players.get_node(str(client)).add_power(power)
  152. queue_powermenu_request.erase(id)
  153. print(queue_powermenu_request)
  154. _pauser_gen(true)
  155. func _pauser_gen(arg):
  156. set_physics_process(arg)
  157. $enemies.set_physics_process(arg)
  158. for i in $players.get_children():
  159. i.set_physics_process(arg)
  160. func gen_power():
  161. return ['a','b','c']