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- extends Node
- var net = NetworkedMultiplayerENet.new()
- var api = MultiplayerAPI.new()
- var port = 8081
- var maxplayer = 4
- export(NodePath) var database
- func _ready():
- print('listening to port: ' + str(port))
- net.create_server(port, maxplayer)
-
- self.set_custom_multiplayer(api)
- custom_multiplayer.set_root_node(self)
- custom_multiplayer.set_network_peer(net)
-
- net.connect("peer_disconnected",self,"disc")
- net.connect("peer_connected",self,"conn")
- get_parent().get_node('Levelselect').loadlevel(level_to_load, true)
- pass # Replace with function body.
- func _process(_delta):
- custom_multiplayer.poll()
- var playerphsyics = preload('res://playerphysics.tscn')
- func conn(id):
- print('client connected, id: ' + str(id))
- yield(get_tree(),"physics_frame")
- rpc_id(0,'ping')
- rpc_id(0,'tokerequest')
- export var db_validation = true
- remote func tokenreply(token, username):
- var message = 'token validated'
- print('tokenreply')
- if db_validation:
- var db = get_parent().get_node('PostgreSQL')
- var data = db.Read('validtokens_database','username',"'"+str(username)+"'")
- if data == [] or data == null:
- message = "no token found"
- return
- if data[0][2] != token:
- message = "token is invalid"
- print('check tokens....')
- print(token)
- print(data)
- print(message)
- if username == null or username == "":
- username = 'player ' + str(api.get_rpc_sender_id()) + ' '
- if message == 'token validated':
- print('xxxx')
- print(game_status)
- print('xxxx')
- rpc_id(api.get_rpc_sender_id(),'on_queue_spawn')
- rpc_id(api.get_rpc_sender_id(),'on_token_confirmed')
- if game_status == 'await':
- player_spawn_queue[api.get_rpc_sender_id()] = {'id' : str(api.get_rpc_sender_id()), 'username':username, 'can_spawn':true}
- user_state_dict[str(username)] = ' ...await'
- usernames_dict[api.get_rpc_sender_id()] = str(username)
- rpc_id(0,'on_player_state_data',user_state_dict)
- remote func spawn_request():
- if player_spawn_queue.has(api.get_rpc_sender_id()):
- if player_spawn_queue[api.get_rpc_sender_id()].can_spawn:
- user_state_dict[usernames_dict[api.get_rpc_sender_id()]] = ' ready'
- rpc_id(0,'on_player_state_data',user_state_dict)
- if not user_state_dict.values().has(' ...await'):
- for x in player_spawn_queue.keys():
- player_spawn(player_spawn_queue[x],x)
- rpc_id(x,'on_spawn_request_reply')
- player_spawn_queue.erase(x)
- game_status = 'game_started'
-
- func player_spawn(arg, arg2):
- var id = arg.id
- var username = arg.username
- print('clients connected: ' + str(custom_multiplayer.get_network_connected_peers().size()))
- var instance = playerphsyics.instance()
- instance.name = id
- $players.add_child(instance)
- send_list_of_usernames(arg2, username)
- rpc_id(arg2,'loadlevel',level_to_load)
- var level_to_load = 'test'
- var player_spawn_queue = {}
- func send_list_of_usernames(user, username):
- rpc_id(user,'_on_usernames', usernames_dict)
- rpc_id(0,'_on_usernames', { user : username } )
- var messages_array = []
- var messages_array_2 = []
- var usernames_dict = {}
- var user_state_dict = {}
- var game_status = 'await'
- remote func chat_messages(message):
- if $players.has_node(str(api.get_rpc_sender_id())):
- var buff = usernames_dict[api.get_rpc_sender_id()] + ': ' + str(message)
- messages_array.append( buff )
- rpc_id(0,'_On_chat_Message', str(message), api.get_rpc_sender_id())
- remote func connected_peer():
- print('syncing clients')
- rpc_id(0,'_On_Peer_Connected')
- func makedummmy():
- var node = api.get_rpc_sender_id()
- $players.get_node(str(node)).add_to_group('dummy')
- remote func send_clients():
- rpc_id(api.get_rpc_sender_id(), 'client_data', custom_multiplayer.get_network_connected_peers())
- # extra
- func disc(arg):
- print('client disconnected, id: ' + str(arg))
- rpc_id(0,'_On_Player_Disconnect',arg)
- remote func latency(arg):
- rpc_id(api.get_rpc_sender_id(), 'returnping', arg)
- remote func input_handler(arg,arg2):
- var id = api.get_rpc_sender_id()
- if $players.has_node(str(id)):
- $players.get_node(str(id)).input = arg
- $players.get_node(str(id)).input2 = arg2
- var tick = 0
- export var tickrate = 3
- func _physics_process(delta):
- var position_datachunk = {}
- for i in $players.get_children():
- position_datachunk[i.name] = i.global_position
- rpc_unreliable_id(0, 'player_position', position_datachunk)
-
- var animation_datachunk = {}
- for i in $players.get_children():
- animation_datachunk[i.name] = i.animation
- rpc_unreliable_id(0, 'player_animation', animation_datachunk)
-
- synnc($projectiles.get_children(), 'projectiles_sync')
-
- tick += 1
- if fmod(tick,tickrate) == 0:
- synnc(get_tree().get_nodes_in_group('enemy'), 'enemies_position_2')
-
- if get_tree().get_nodes_in_group('player').size() == 0 and game_status != 'await':
- print('everyone is dead')
- game_status = 'await'
- conn(0)
-
- func _enemy_dmg(enemy_id):
- rpc_unreliable_id(0, 'enemy_dmg_anim', enemy_id)
- func pshootanim(arg):
- rpc_unreliable_id(0, 'aimanim', arg)
- func synnc(arg,arg1):
- var projectile_datachunk = PoolByteArray()
- for i in arg:
- var pos = i.global_position
- projectile_datachunk.append_array( return_int16(pos.x) )
- projectile_datachunk.append_array( return_int16(pos.y) )
- var bytetest : PoolByteArray
- bytetest.append(i.type)
- bytetest.append(i.fliph)
- projectile_datachunk.append_array( bytetest )
- rpc_unreliable_id(0, arg1, projectile_datachunk)
- func return_int16(number):
- var int16 = number + 32768
- var bytetest : PoolByteArray
- var byte1:int = int(int16/255)
- var byte2:int = int(fmod(int16,255))
- bytetest.append(byte1)
- bytetest.append(byte2)
- return bytetest
- func player_anim(attack,arg):
- rpc_id( 0,'attack_anim', attack, int(arg) )
- func hp_update(vida, id):
- rpc_id( 0,'atr_update', {id:{'hp':vida}})
- func player_death(id):
- rpc_id( 0,'player_death_update', id)
- func kill_update(kill, xp, lv, nxt, id):
- rpc_id( 0,'atr_update', {id:{'k':kill, 'xp':xp, 'lv':lv, 'nxt':nxt}})
- func level_up(lv, maxhp, gain, dmgup, id):
- rpc_id( 0,'level_up', lv, id)
- $players.get_node(str(id)).regenhp(gain)
- $players.get_node(str(id)).dmg += dmgup
- rpc_id( 0,'atr_update', {id:{'maxhp':maxhp}})
- func spriter_request(anim, pos, id, auto):
- rpc_id( 0,'add_sprite', anim, pos, id, auto)
- func spriter_nuke_request(time, id):
- yield(get_tree().create_timer(time),"timeout")
- rpc_id( 0,'nuke_sprite', id)
- func flash_spriter(id):
- # print('flash')
- rpc_id( 0,'flash_spriter', id)
- var enemy_counter
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