SnekStudio module for multiplayer / multiuser support
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 

283 lines
10 KiB

class_name copyMultiplayer
extends Mod_Base
@export var cache := ""
@export var nickname := ""
@export var address := ""
@export var port := 52410
var main_controller: ModelController
## Hardcoded list of bone names that will get syncronized.
var tracked_bones: Array[String]
var version: int = -1
var bone_lookup: Array[String] = []
var bone_to_lookup: Dictionary = {}
var blendshape_lookup: Array[String] = []
var blendshape_to_lookup: Dictionary = {}
# Temporary positioning system.
# TODO: Add a setting that allows syncing model positions, as an alternative
# to letting the local player choose where each model is going to appear.
var player_order: Array[int] = []
var starting_offset := Vector3(-1.25, 0.0, 0.0)
var accumulative_offset := Vector3( 0.35, 0.0, 0.0)
# FIXME: There is an edge case where you can load the settings while connected,
# resulting in out-of-sync information with connected players, but so far
# I don't believe this should be a source of issues.
func _ready() -> void:
# FIXME: This is just thrown together. Dunno if this is an accurate list.
# TODO: Allow specifying additional bones, with the help of a hierachical list of existing bones in the model.
tracked_bones = [ "Hips", "Chest", "UpperChest", "Neck", "Head" ]
for side in [ "Left", "Right" ]:
# Legs
for bone in [ "UpperLeg", "LowerLeg", "Foot" ]:
tracked_bones.append("%s%s" % [ side, bone ])
# Arms
for bone in [ "Shoulder", "UpperArm", "LowerArm", "Hand" ]:
tracked_bones.append("%s%s" % [ side, bone ])
# Fingers
for phalange in [ "Metacarpal", "Proximal", "Distal" ]:
tracked_bones.append("%sThumb%s" % [ side, phalange ])
for finger in [ "Index", "Middle", "Ring", "Little" ]:
for phalange in [ "Proximal", "Intermediate", "Distal" ]:
tracked_bones.append("%s%s%s" % [ side, finger, phalange ])
# FIXME: Hardcoded way to get the main model controller.
main_controller = $"/root/SnekStudio_Main/ModelController"
main_controller.child_entered_tree.connect(on_model_controller_child_added)
on_model_controller_child_added(main_controller.get_node_or_null("Model"))
setup_setting_widget("cache" , "Cache/LineEdit", true )
setup_setting_widget("nickname", "Name/LineEdit" , false)
setup_setting_widget("address" , "Host/Address" , true )
setup_setting_widget("port" , "Host/Port" , true )
setup_button_connections()
# Filter whitespace characters from nickname before saving it to "nickname" field.
var nickname_widget: LineEdit = get_settings_window().get_node("Name/LineEdit")
nickname_widget.text_changed.connect(func(new_text): modify_setting("nickname", new_text.strip_edges()))
nickname_widget.text_submitted.connect(func(_new_text): nickname_widget.text = nickname)
nickname_widget.focus_exited.connect(func(): nickname_widget.text = nickname)
multiplayer.peer_connected .connect(on_peer_connected)
multiplayer.peer_disconnected .connect(on_peer_disconnected)
multiplayer.connected_to_server.connect(on_connected_to_server)
multiplayer.connection_failed .connect(on_connection_failed)
multiplayer.server_disconnected.connect(on_server_disconnected)
func _exit_tree() -> void:
multiplayer.multiplayer_peer.close()
func _create_settings_window() -> Control:
return load("res://Mods/copyMultiplayer/Resources/copy_multiplayer_settings.tscn").instantiate()
func setup_setting_widget(setting_name: String, path: NodePath, setup_events: bool) -> void:
var settings = get_settings_window()
var widget: Control = settings.get_node(path)
_settings_properties.append({ name = setting_name, args = { } })
_settings_widgets_by_setting_name[setting_name] = widget
if setup_events:
if widget is LineEdit: widget.text_changed.connect(
func(text): modify_setting(setting_name, text))
if widget is SpinBox: widget.value_changed.connect(
func(number): modify_setting(setting_name, roundi(number)))
func setup_button_connections() -> void:
var window = get_settings_window()
window.get_node("Buttons/Join").pressed.connect(on_join_pressed)
window.get_node("Buttons/Host").pressed.connect(on_host_pressed)
window.get_node("Buttons/Disconnect").pressed.connect(on_disconnect_pressed)
func on_join_pressed() -> void:
var address_widget: LineEdit = get_settings_window().get_node("Host/Address")
var default_address: String = address_widget.placeholder_text
var actual_address := default_address if address.is_empty() else address
var peer := ENetMultiplayerPeer.new()
if peer.create_client(actual_address, port) == OK:
multiplayer.multiplayer_peer = peer
set_status("Connecting ...")
print_log("Connecting to server")
update_enabled_state(true)
else:
print_log("Unable to connect!")
func on_host_pressed() -> void:
var peer := ENetMultiplayerPeer.new()
if peer.create_server(port) == OK:
multiplayer.multiplayer_peer = peer
update_status()
print_log("Opened server")
update_enabled_state(true)
else:
print_log("Unable to open server!")
func on_disconnect_pressed() -> void:
assert(multiplayer.multiplayer_peer)
if multiplayer.is_server():
set_status("")
print_log("Closed server")
update_enabled_state(false)
clear_player_models()
multiplayer.multiplayer_peer.close()
func on_peer_connected(id: int) -> void:
var model_controller := ModelController.new()
model_controller.name = str(id)
var sync_controller := SyncController.new()
sync_controller.name = "SyncController"
model_controller.add_child(sync_controller)
add_child(model_controller)
player_order.append(id)
update_model_transforms()
# Send information to the newly connected player about ourselves.
# (Technically this doesn't need to be relayed through the server, but oh well.)
if nickname: change_nickname.rpc_id(id, nickname)
var filename = main_controller._last_loaded_vrm.get_file()
if filename.is_valid_filename(): change_model.rpc_id(id, version, bone_lookup, blendshape_lookup, filename)
update_status()
print_log("%s connected" % sync_controller.get_display_name())
func on_peer_disconnected(id: int) -> void:
var controller = get_sync_controller(id)
if not controller: return
remove_child(controller.model_controller)
controller.model_controller.queue_free()
player_order.remove_at(player_order.find(id))
update_model_transforms()
update_status()
print_log("Player %s disconnected" % id)
func on_connected_to_server() -> void:
print_log("Connected to server")
func on_connection_failed() -> void:
set_status("")
print_log("Connection failed!")
update_enabled_state(false)
func on_server_disconnected() -> void:
set_status("")
print_log("Disconnected from server")
update_enabled_state(false)
clear_player_models()
func update_enabled_state(is_online: bool) -> void:
var window = get_settings_window()
window.get_node("Name/LineEdit").editable = !is_online
window.get_node("Host/Address" ).editable = !is_online
window.get_node("Host/Port" ).editable = !is_online
window.get_node("Buttons/Join" ).disabled = is_online
window.get_node("Buttons/Host" ).disabled = is_online
window.get_node("Buttons/Disconnect").disabled = !is_online
func update_status() -> void:
var num_players := 1 + multiplayer.get_peers().size()
var side := "Hosting" if multiplayer.is_server() else "Connected"
var s := "s" if num_players != 1 else ""
set_status("%s: %d player%s" % [side, num_players, s])
# FIXME: Temporary hardcoded way to assign some offset to other players.
func update_model_transforms() -> void:
var offset := starting_offset
for id in player_order:
var controller: ModelController = get_node(str(id))
controller.position = offset
offset += accumulative_offset
update_model_rotation(controller)
## Rotates the model a little bit towards the camera
## so it doesn't appear to be staring into nowhere.
func update_model_rotation(controller: ModelController) -> void:
var camera := get_viewport().get_camera_3d()
var from_2d := Vector2(controller.position.x, controller.position.z)
var to_2d := Vector2(camera.position.x, camera.position.z)
controller.rotation.y = from_2d.angle_to_point(to_2d) / 4 # Magic value, probably depends on FOV.
## Removes all networked player models.
func clear_player_models() -> void:
for controller in get_children():
if controller is ModelController:
remove_child(controller)
controller.queue_free()
player_order.clear()
func _process(_delta: float) -> void:
SyncController.send_model_animation(self)
func on_model_controller_child_added(child: Node) -> void:
if (child == null) or (child.name != "Model"): return
var skeleton: Skeleton3D = main_controller._get_model_skeleton()
if not skeleton: return # Do nothing, I guess? Unsure if potential bug.
version = (version + 1) % 256
bone_lookup.clear()
bone_to_lookup.clear()
for bone_name in tracked_bones:
bone_lookup.append(bone_name)
var bone_idx := skeleton.find_bone(bone_name)
if bone_idx == -1: continue # Need bone in bone_lookup, but not in bone_to_lookup!
bone_to_lookup[bone_name] = bone_lookup.size() - 1
blendshape_lookup.clear()
blendshape_to_lookup.clear()
# TODO: Redo the blendshapes. Consider grabbing data from animations directly?
# Wait for one frame, then "_last_loaded_vrm" is updated.
await get_tree().process_frame
var filename = main_controller._last_loaded_vrm.get_file()
change_model.rpc(version, bone_lookup, blendshape_lookup, filename)
## Gets the SyncController for the player with the specified peer id.
func get_sync_controller(peer_id: int) -> SyncController:
var model_controller := get_node_or_null(str(peer_id)) as ModelController
if not model_controller: return null
return model_controller.get_node_or_null("SyncController") as SyncController
@rpc("any_peer", "reliable")
func change_nickname(new_nickname: String) -> void:
var peer_id := multiplayer.get_remote_sender_id()
var controller := get_sync_controller(peer_id)
if controller: controller.change_nickname(new_nickname)
@rpc("any_peer", "reliable")
func change_model(
new_version: int,
new_bone_lookup: Array[String],
new_blendshape_lookup: Array[String],
filename: String,
) -> void:
var peer_id := multiplayer.get_remote_sender_id()
var controller := get_sync_controller(peer_id)
if controller: controller.change_model(new_version, new_bone_lookup, new_blendshape_lookup, filename)
@rpc("any_peer", "unreliable_ordered")
func sync_model_animation(
current_version: int,
uncompressed_length: int,
buffer: PackedByteArray,
) -> void:
var peer_id := multiplayer.get_remote_sender_id()
var controller := get_sync_controller(peer_id)
if controller: controller.sync_model_animation(current_version, uncompressed_length, buffer)