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.
 

241 lines
8.3 KiB

extends Mod_Base
@export var cache := ""
@export var nickname := "" # FIXME: Not used for anything yet.
@export var address := ""
@export var port := 52410
var main_controller: ModelController
# 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)
# Allows us to use the "apply_animations" function to apply blendshapes.
var functions_blendshapes: Script = load("res://Mods/MediaPipe/MediaPipeController_BlendShapes.gd")
func _ready() -> void:
# FIXME: Hardcoded way to get the main model controller.
main_controller = $"/root/SnekStudio_Main/ModelController"
main_controller.child_entered_tree.connect(model_changed)
setup_setting_widget("cache" , "Cache/LineEdit")
setup_setting_widget("nickname", "Name/LineEdit" )
setup_setting_widget("address" , "Host/Address" )
setup_setting_widget("port" , "Host/Port" )
setup_button_connections()
multiplayer.peer_connected .connect(peer_connected)
multiplayer.peer_disconnected .connect(peer_disconnected)
multiplayer.connected_to_server.connect(connected_to_server)
multiplayer.connection_failed .connect(connection_failed)
multiplayer.server_disconnected.connect(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) -> 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 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(join_pressed)
window.get_node("Buttons/Host").pressed.connect(host_pressed)
window.get_node("Buttons/Disconnect").pressed.connect(disconnect_pressed)
func 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 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 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 peer_connected(id: int) -> void:
update_status()
print_log(["Player ", id, " connected"])
var new_controller := ModelController.new()
new_controller.name = str(id)
add_child(new_controller)
player_order.push_back(id)
update_model_transforms()
var filename = main_controller._last_loaded_vrm.get_file()
if filename.is_valid_filename(): change_model.rpc_id(id, filename)
func peer_disconnected(id: int) -> void:
update_status()
print_log(["Player ", id, " disconnected"])
var controller: ModelController = get_node(str(id))
remove_child(controller)
controller.queue_free()
player_order.remove_at(player_order.find(id))
update_model_transforms()
func connected_to_server() -> void:
print_log("Connected to server")
func connection_failed() -> void:
set_status("")
print_log("Connection failed!")
update_enabled_state(false)
func 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_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.
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([side, ": ", num_players, " player", s])
func clear_player_models() -> void:
for controller in get_children():
if controller is ModelController:
remove_child(controller)
controller.queue_free()
player_order.clear()
@rpc("any_peer", "reliable")
func change_model(filename: String) -> void:
var player_id := multiplayer.get_remote_sender_id()
var controller := get_node_or_null(str(player_id)) as ModelController
if not controller: return
if not filename.is_valid_filename():
print_log(["ERROR: '", filename, "' is not a valid file name!"])
return
var full_path := cache.path_join(filename)
if not FileAccess.file_exists(full_path):
print_log(["Player ", player_id, " wanted to switch to '", filename, "', but it could not be found, skipping"])
return
if controller.load_vrm(full_path):
print_log(["Player ", player_id, " switched to '", filename, "'"])
else:
print_log(["ERROR: Model '", filename, "' could not be loaded!"])
# Called when a node is added to the main ModelController.
func model_changed(child: Node) -> void:
if child.name != "Model": return
# Wait for one frame, then "_last_loaded_vrm" is updated.
await get_tree().process_frame
var filename = main_controller._last_loaded_vrm.get_file()
if filename.is_valid_filename(): change_model.rpc(filename)
# FIXME: This sends way more information than necessary, but works as a proof-of-concept!
@rpc("any_peer", "unreliable_ordered")
func update(
model_transform: Transform3D,
shape_dict: Dictionary, # Dictionary[String, float]
bone_poses: Dictionary, # Dictionary[String, Transform3D]
) -> void:
var player_id := multiplayer.get_remote_sender_id()
var controller := get_node_or_null(str(player_id))
if not controller: return
var model := controller.get_node_or_null("Model") as Node3D
if model:
model.transform = model_transform
functions_blendshapes.apply_animations(model, shape_dict)
var skeleton := controller._get_model_skeleton() as Skeleton3D
if skeleton:
for bone_name in bone_poses:
var pose: Transform3D = bone_poses[bone_name]
var idx := skeleton.find_bone(bone_name)
if idx != -1: skeleton.set_bone_pose(idx, pose)
func _process(_delta: float) -> void:
if multiplayer.get_peers().size() == 0: return
var model := get_model()
var skeleton := get_skeleton()
var media_pipe_ctrl = $"../MediaPipeController"
if (not model) or (not skeleton) or (not media_pipe_ctrl): return
var shape_dict = media_pipe_ctrl.blend_shape_last_values
var bone_poses = {}
for idx in skeleton.get_bone_count():
var bone_name = skeleton.get_bone_name(idx)
var bone_pose = skeleton.get_bone_pose(idx)
bone_poses[bone_name] = bone_pose
update.rpc(model.transform, shape_dict, bone_poses)