Server.gd 7.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235
  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 username == null or username == "":
  41. username = 'player ' + str(api.get_rpc_sender_id()) + ' '
  42. if message == 'token validated':
  43. if game_status == 'await':
  44. player_spawn_queue[api.get_rpc_sender_id()] = {'id' : str(api.get_rpc_sender_id()), 'username':username, 'can_spawn':true}
  45. user_state_dict[str(username)] = ' ...await'
  46. usernames_dict[api.get_rpc_sender_id()] = str(username)
  47. rpc_id(0,'on_player_state_data',user_state_dict)
  48. rpc_id(api.get_rpc_sender_id(),'on_queue_spawn')
  49. rpc_id(api.get_rpc_sender_id(),'on_token_confirmed')
  50. remote func spawn_request():
  51. if player_spawn_queue.has(api.get_rpc_sender_id()):
  52. if player_spawn_queue[api.get_rpc_sender_id()].can_spawn:
  53. user_state_dict[usernames_dict[api.get_rpc_sender_id()]] = ' ready'
  54. rpc_id(0,'on_player_state_data',user_state_dict)
  55. if not user_state_dict.values().has(' ...await'):
  56. for x in player_spawn_queue.keys():
  57. player_spawn(player_spawn_queue[x],x)
  58. rpc_id(x,'on_spawn_request_reply')
  59. player_spawn_queue.erase(x)
  60. game_status = 'game_started'
  61. func player_spawn(arg, arg2):
  62. var id = arg.id
  63. var username = arg.username
  64. print('clients connected: ' + str(custom_multiplayer.get_network_connected_peers().size()))
  65. var instance = playerphsyics.instance()
  66. instance.name = id
  67. $players.add_child(instance)
  68. send_list_of_usernames(arg2, username)
  69. rpc_id(arg2,'loadlevel','test')
  70. var player_spawn_queue = {}
  71. func send_list_of_usernames(user, username):
  72. rpc_id(user,'_on_usernames', usernames_dict)
  73. rpc_id(0,'_on_usernames', { user : username } )
  74. var messages_array = []
  75. var messages_array_2 = []
  76. var usernames_dict = {}
  77. var user_state_dict = {}
  78. var game_status = 'await'
  79. remote func chat_messages(message):
  80. if $players.has_node(str(api.get_rpc_sender_id())):
  81. var buff = usernames_dict[api.get_rpc_sender_id()] + ': ' + str(message)
  82. messages_array.append( buff )
  83. rpc_id(0,'_On_chat_Message', str(message), api.get_rpc_sender_id())
  84. remote func connected_peer():
  85. print('syncing clients')
  86. rpc_id(0,'_On_Peer_Connected')
  87. func makedummmy():
  88. var node = api.get_rpc_sender_id()
  89. $players.get_node(str(node)).add_to_group('dummy')
  90. remote func send_clients():
  91. rpc_id(api.get_rpc_sender_id(), 'client_data', custom_multiplayer.get_network_connected_peers())
  92. # extra
  93. func disc(arg):
  94. print('client disconnected, id: ' + str(arg))
  95. rpc_id(0,'_On_Player_Disconnect',arg)
  96. remote func latency(arg):
  97. rpc_id(api.get_rpc_sender_id(), 'returnping', arg)
  98. remote func input_handler(arg,arg2):
  99. var id = api.get_rpc_sender_id()
  100. if $players.has_node(str(id)):
  101. $players.get_node(str(id)).input = arg
  102. $players.get_node(str(id)).input2 = arg2
  103. var tick = 0
  104. export var tickrate = 3
  105. func _physics_process(delta):
  106. var position_datachunk = {}
  107. for i in $players.get_children():
  108. position_datachunk[i.name] = i.global_position
  109. rpc_unreliable_id(0, 'player_position', position_datachunk)
  110. var animation_datachunk = {}
  111. for i in $players.get_children():
  112. animation_datachunk[i.name] = i.animation
  113. rpc_unreliable_id(0, 'player_animation', animation_datachunk)
  114. synnc($projectiles.get_children(), 'projectiles_sync')
  115. tick += 1
  116. if fmod(tick,tickrate) == 0:
  117. synnc(get_tree().get_nodes_in_group('enemy'), 'enemies_position_2')
  118. # var enemies_datachunk = PoolByteArray()
  119. # for i in $enemies.dict.arraypos.size():
  120. # if $enemies.dict.arrayvida[i] > 0:
  121. # var pos = $enemies.dict.arraypos[i]
  122. # enemies_datachunk.append_array( return_int16(pos.x) )
  123. # enemies_datachunk.append_array( return_int16(pos.y) )
  124. # var bytetest : PoolByteArray
  125. # bytetest.append($enemies.dict.type[i] )
  126. # enemies_datachunk.append_array( bytetest )
  127. # rpc_unreliable_id(0, 'enemies_position_2', enemies_datachunk)
  128. func _enemy_dmg(enemy_id):
  129. rpc_unreliable_id(0, 'enemy_dmg_anim', enemy_id)
  130. func pshootanim(arg):
  131. rpc_unreliable_id(0, 'aimanim', arg)
  132. func synnc(arg,arg1):
  133. var projectile_datachunk = PoolByteArray()
  134. for i in arg:
  135. var pos = i.global_position
  136. projectile_datachunk.append_array( return_int16(pos.x) )
  137. projectile_datachunk.append_array( return_int16(pos.y) )
  138. var bytetest : PoolByteArray
  139. bytetest.append(i.type)
  140. bytetest.append(i.fliph)
  141. projectile_datachunk.append_array( bytetest )
  142. rpc_unreliable_id(0, arg1, projectile_datachunk)
  143. func return_int16(number):
  144. var int16 = number + 32768
  145. var bytetest : PoolByteArray
  146. var byte1:int = int(int16/255)
  147. var byte2:int = int(fmod(int16,255))
  148. bytetest.append(byte1)
  149. bytetest.append(byte2)
  150. return bytetest
  151. func player_anim(attack,arg):
  152. rpc_id( 0,'attack_anim', attack, int(arg) )
  153. func hp_update(vida, id):
  154. rpc_id( 0,'atr_update', {id:{'hp':vida}})
  155. func player_death(id):
  156. rpc_id( 0,'player_death_update', id)
  157. func kill_update(kill, xp, lv, nxt, id):
  158. rpc_id( 0,'atr_update', {id:{'k':kill, 'xp':xp, 'lv':lv, 'nxt':nxt}})
  159. func level_up(lv, maxhp, gain, dmgup, id):
  160. rpc_id( 0,'level_up', lv, id)
  161. $players.get_node(str(id)).regenhp(gain)
  162. $players.get_node(str(id)).dmg += dmgup
  163. rpc_id( 0,'atr_update', {id:{'maxhp':maxhp}})
  164. # gen_power_queue(str(id))
  165. #powerup code
  166. var queue_powermenu_request = {
  167. # 'id' : {'power':['a','b','c'],'client':0}
  168. }
  169. func gen_power_queue(client):
  170. var time = str(OS.get_system_time_msecs())+str(client)
  171. queue_powermenu_request[time] = {}
  172. queue_powermenu_request[time]['power'] = gen_power()
  173. queue_powermenu_request[time]['client'] = client
  174. rpc_id( int(client), 'powerpick', queue_powermenu_request[time]['power'] , time )
  175. _pauser_gen(false)
  176. remote func optionpick(id, choice):
  177. var client = api.get_rpc_sender_id()
  178. if queue_powermenu_request.has(id):
  179. var power = queue_powermenu_request[id]['power'][choice]
  180. print(power)
  181. if $players.has_node(str(client)):
  182. $players.get_node(str(client)).add_power(power)
  183. queue_powermenu_request.erase(id)
  184. print(queue_powermenu_request)
  185. _pauser_gen(true)
  186. func _pauser_gen(arg):
  187. set_physics_process(arg)
  188. $enemies.set_physics_process(arg)
  189. for i in $players.get_children():
  190. i.set_physics_process(arg)
  191. func gen_power():
  192. return ['a','b','c']