Server.gd 6.2 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(level_to_load, 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 message = 'token validated'
  28. print('tokenreply')
  29. if db_validation:
  30. var db = get_parent().get_node('PostgreSQL')
  31. var data = db.Read('validtokens_database','username',"'"+str(username)+"'")
  32. if data == [] or data == null:
  33. message = "no token found"
  34. return
  35. if data[0][2] != token:
  36. message = "token is invalid"
  37. print('check tokens....')
  38. print(token)
  39. print(data)
  40. print(message)
  41. if username == null or username == "":
  42. username = 'player ' + str(api.get_rpc_sender_id()) + ' '
  43. if message == 'token validated':
  44. print('xxxx')
  45. print(game_status)
  46. print('xxxx')
  47. rpc_id(api.get_rpc_sender_id(),'on_queue_spawn')
  48. rpc_id(api.get_rpc_sender_id(),'on_token_confirmed')
  49. if game_status == 'await':
  50. player_spawn_queue[api.get_rpc_sender_id()] = {'id' : str(api.get_rpc_sender_id()), 'username':username, 'can_spawn':true}
  51. user_state_dict[str(username)] = ' ...await'
  52. usernames_dict[api.get_rpc_sender_id()] = str(username)
  53. rpc_id(0,'on_player_state_data',user_state_dict)
  54. remote func spawn_request():
  55. if player_spawn_queue.has(api.get_rpc_sender_id()):
  56. if player_spawn_queue[api.get_rpc_sender_id()].can_spawn:
  57. user_state_dict[usernames_dict[api.get_rpc_sender_id()]] = ' ready'
  58. rpc_id(0,'on_player_state_data',user_state_dict)
  59. if not user_state_dict.values().has(' ...await'):
  60. for x in player_spawn_queue.keys():
  61. player_spawn(player_spawn_queue[x],x)
  62. rpc_id(x,'on_spawn_request_reply')
  63. player_spawn_queue.erase(x)
  64. game_status = 'game_started'
  65. func player_spawn(arg, arg2):
  66. var id = arg.id
  67. var username = arg.username
  68. print('clients connected: ' + str(custom_multiplayer.get_network_connected_peers().size()))
  69. var instance = playerphsyics.instance()
  70. instance.name = id
  71. $players.add_child(instance)
  72. send_list_of_usernames(arg2, username)
  73. rpc_id(arg2,'loadlevel',level_to_load)
  74. var level_to_load = 'test'
  75. var player_spawn_queue = {}
  76. func send_list_of_usernames(user, username):
  77. rpc_id(user,'_on_usernames', usernames_dict)
  78. rpc_id(0,'_on_usernames', { user : username } )
  79. var messages_array = []
  80. var messages_array_2 = []
  81. var usernames_dict = {}
  82. var user_state_dict = {}
  83. var game_status = 'await'
  84. remote func chat_messages(message):
  85. if $players.has_node(str(api.get_rpc_sender_id())):
  86. var buff = usernames_dict[api.get_rpc_sender_id()] + ': ' + str(message)
  87. messages_array.append( buff )
  88. rpc_id(0,'_On_chat_Message', str(message), api.get_rpc_sender_id())
  89. remote func connected_peer():
  90. print('syncing clients')
  91. rpc_id(0,'_On_Peer_Connected')
  92. func makedummmy():
  93. var node = api.get_rpc_sender_id()
  94. $players.get_node(str(node)).add_to_group('dummy')
  95. remote func send_clients():
  96. rpc_id(api.get_rpc_sender_id(), 'client_data', custom_multiplayer.get_network_connected_peers())
  97. # extra
  98. func disc(arg):
  99. print('client disconnected, id: ' + str(arg))
  100. rpc_id(0,'_On_Player_Disconnect',arg)
  101. remote func latency(arg):
  102. rpc_id(api.get_rpc_sender_id(), 'returnping', arg)
  103. remote func input_handler(arg,arg2):
  104. var id = api.get_rpc_sender_id()
  105. if $players.has_node(str(id)):
  106. $players.get_node(str(id)).input = arg
  107. $players.get_node(str(id)).input2 = arg2
  108. var tick = 0
  109. export var tickrate = 3
  110. func _physics_process(delta):
  111. var position_datachunk = {}
  112. for i in $players.get_children():
  113. position_datachunk[i.name] = i.global_position
  114. rpc_unreliable_id(0, 'player_position', position_datachunk)
  115. var animation_datachunk = {}
  116. for i in $players.get_children():
  117. animation_datachunk[i.name] = i.animation
  118. rpc_unreliable_id(0, 'player_animation', animation_datachunk)
  119. synnc($projectiles.get_children(), 'projectiles_sync')
  120. tick += 1
  121. if fmod(tick,tickrate) == 0:
  122. synnc(get_tree().get_nodes_in_group('enemy'), 'enemies_position_2')
  123. if get_tree().get_nodes_in_group('player').size() == 0 and game_status != 'await':
  124. print('everyone is dead')
  125. game_status = 'await'
  126. conn(0)
  127. func _enemy_dmg(enemy_id):
  128. rpc_unreliable_id(0, 'enemy_dmg_anim', enemy_id)
  129. func pshootanim(arg):
  130. rpc_unreliable_id(0, 'aimanim', arg)
  131. func synnc(arg,arg1):
  132. var projectile_datachunk = PoolByteArray()
  133. for i in arg:
  134. var pos = i.global_position
  135. projectile_datachunk.append_array( return_int16(pos.x) )
  136. projectile_datachunk.append_array( return_int16(pos.y) )
  137. var bytetest : PoolByteArray
  138. bytetest.append(i.type)
  139. bytetest.append(i.fliph)
  140. projectile_datachunk.append_array( bytetest )
  141. rpc_unreliable_id(0, arg1, projectile_datachunk)
  142. func return_int16(number):
  143. var int16 = number + 32768
  144. var bytetest : PoolByteArray
  145. var byte1:int = int(int16/255)
  146. var byte2:int = int(fmod(int16,255))
  147. bytetest.append(byte1)
  148. bytetest.append(byte2)
  149. return bytetest
  150. func player_anim(attack,arg):
  151. rpc_id( 0,'attack_anim', attack, int(arg) )
  152. func hp_update(vida, id):
  153. rpc_id( 0,'atr_update', {id:{'hp':vida}})
  154. func player_death(id):
  155. rpc_id( 0,'player_death_update', id)
  156. func kill_update(kill, xp, lv, nxt, id):
  157. rpc_id( 0,'atr_update', {id:{'k':kill, 'xp':xp, 'lv':lv, 'nxt':nxt}})
  158. func level_up(lv, maxhp, gain, dmgup, id):
  159. rpc_id( 0,'level_up', lv, id)
  160. $players.get_node(str(id)).regenhp(gain)
  161. $players.get_node(str(id)).dmg += dmgup
  162. rpc_id( 0,'atr_update', {id:{'maxhp':maxhp}})
  163. func spriter_request(anim, pos, id, auto):
  164. rpc_id( 0,'add_sprite', anim, pos, id, auto)
  165. func spriter_nuke_request(time, id):
  166. yield(get_tree().create_timer(time),"timeout")
  167. rpc_id( 0,'nuke_sprite', id)
  168. func flash_spriter(id):
  169. # print('flash')
  170. rpc_id( 0,'flash_spriter', id)
  171. var enemy_counter