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241 lines
8.3 KiB
241 lines
8.3 KiB
extends Mod_Base |
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@export var cache := "" |
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@export var nickname := "" # FIXME: Not used for anything yet. |
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@export var address := "" |
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@export var port := 52410 |
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var main_controller: ModelController |
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# Temporary positioning system. |
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# TODO: Add a setting that allows syncing model positions, as an alternative |
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# to letting the local player choose where each model is going to appear. |
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var player_order: Array[int] = [] |
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var starting_offset := Vector3(-1.25, 0.0, 0.0) |
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var accumulative_offset := Vector3( 0.35, 0.0, 0.0) |
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# Allows us to use the "apply_animations" function to apply blendshapes. |
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var functions_blendshapes: Script = load("res://Mods/MediaPipe/MediaPipeController_BlendShapes.gd") |
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func _ready() -> void: |
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# FIXME: Hardcoded way to get the main model controller. |
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main_controller = $"/root/SnekStudio_Main/ModelController" |
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main_controller.child_entered_tree.connect(model_changed) |
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setup_setting_widget("cache" , "Cache/LineEdit") |
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setup_setting_widget("nickname", "Name/LineEdit" ) |
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setup_setting_widget("address" , "Host/Address" ) |
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setup_setting_widget("port" , "Host/Port" ) |
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setup_button_connections() |
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multiplayer.peer_connected .connect(peer_connected) |
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multiplayer.peer_disconnected .connect(peer_disconnected) |
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multiplayer.connected_to_server.connect(connected_to_server) |
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multiplayer.connection_failed .connect(connection_failed) |
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multiplayer.server_disconnected.connect(server_disconnected) |
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func _exit_tree() -> void: |
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multiplayer.multiplayer_peer.close() |
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func _create_settings_window() -> Control: |
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return load("res://Mods/copyMultiplayer/Resources/copy_multiplayer_settings.tscn").instantiate() |
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func setup_setting_widget(setting_name: String, path: NodePath) -> void: |
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var settings = get_settings_window() |
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var widget: Control = settings.get_node(path) |
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_settings_properties.append({ name = setting_name, args = { } }) |
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_settings_widgets_by_setting_name[setting_name] = widget |
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if widget is LineEdit: |
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widget.text_changed.connect(func(text): modify_setting(setting_name, text)) |
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if widget is SpinBox: |
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widget.value_changed.connect(func(number): modify_setting(setting_name, roundi(number))) |
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func setup_button_connections() -> void: |
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var window = get_settings_window() |
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window.get_node("Buttons/Join").pressed.connect(join_pressed) |
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window.get_node("Buttons/Host").pressed.connect(host_pressed) |
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window.get_node("Buttons/Disconnect").pressed.connect(disconnect_pressed) |
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func join_pressed() -> void: |
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var address_widget: LineEdit = get_settings_window().get_node("Host/Address") |
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var default_address: String = address_widget.placeholder_text |
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var actual_address := default_address if address.is_empty() else address |
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var peer := ENetMultiplayerPeer.new() |
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if peer.create_client(actual_address, port) == OK: |
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multiplayer.multiplayer_peer = peer |
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set_status("Connecting ...") |
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print_log("Connecting to server") |
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update_enabled_state(true) |
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else: |
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print_log("Unable to connect!") |
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func host_pressed() -> void: |
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var peer := ENetMultiplayerPeer.new() |
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if peer.create_server(port) == OK: |
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multiplayer.multiplayer_peer = peer |
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update_status() |
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print_log("Opened server") |
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update_enabled_state(true) |
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else: |
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print_log("Unable to open server!") |
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func disconnect_pressed() -> void: |
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assert(multiplayer.multiplayer_peer) |
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if multiplayer.is_server(): |
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set_status("") |
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print_log("Closed server") |
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update_enabled_state(false) |
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clear_player_models() |
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multiplayer.multiplayer_peer.close() |
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func peer_connected(id: int) -> void: |
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update_status() |
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print_log(["Player ", id, " connected"]) |
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var new_controller := ModelController.new() |
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new_controller.name = str(id) |
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add_child(new_controller) |
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player_order.push_back(id) |
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update_model_transforms() |
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var filename = main_controller._last_loaded_vrm.get_file() |
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if filename.is_valid_filename(): change_model.rpc_id(id, filename) |
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func peer_disconnected(id: int) -> void: |
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update_status() |
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print_log(["Player ", id, " disconnected"]) |
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var controller: ModelController = get_node(str(id)) |
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remove_child(controller) |
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controller.queue_free() |
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player_order.remove_at(player_order.find(id)) |
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update_model_transforms() |
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func connected_to_server() -> void: |
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print_log("Connected to server") |
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func connection_failed() -> void: |
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set_status("") |
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print_log("Connection failed!") |
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update_enabled_state(false) |
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func server_disconnected() -> void: |
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set_status("") |
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print_log("Disconnected from server") |
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update_enabled_state(false) |
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clear_player_models() |
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func update_enabled_state(is_online: bool) -> void: |
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var window = get_settings_window() |
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window.get_node("Name/LineEdit").editable = !is_online |
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window.get_node("Host/Address" ).editable = !is_online |
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window.get_node("Host/Port" ).editable = !is_online |
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window.get_node("Buttons/Join" ).disabled = is_online |
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window.get_node("Buttons/Host" ).disabled = is_online |
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window.get_node("Buttons/Disconnect").disabled = !is_online |
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func update_model_transforms() -> void: |
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var offset := starting_offset |
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for id in player_order: |
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var controller: ModelController = get_node(str(id)) |
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controller.position = offset |
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offset += accumulative_offset |
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update_model_rotation(controller) |
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## Rotates the model a little bit towards the camera |
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## so it doesn't appear to be staring into nowhere. |
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func update_model_rotation(controller: ModelController) -> void: |
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var camera := get_viewport().get_camera_3d() |
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var from_2d := Vector2(controller.position.x, controller.position.z) |
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var to_2d := Vector2(camera.position.x, camera.position.z) |
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controller.rotation.y = from_2d.angle_to_point(to_2d) / 4 # Magic value, probably depends on FOV. |
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func update_status() -> void: |
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var num_players := 1 + multiplayer.get_peers().size() |
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var side := "Hosting" if multiplayer.is_server() else "Connected" |
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var s := "s" if num_players != 1 else "" |
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set_status([side, ": ", num_players, " player", s]) |
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func clear_player_models() -> void: |
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for controller in get_children(): |
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if controller is ModelController: |
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remove_child(controller) |
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controller.queue_free() |
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player_order.clear() |
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@rpc("any_peer", "reliable") |
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func change_model(filename: String) -> void: |
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var player_id := multiplayer.get_remote_sender_id() |
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var controller := get_node_or_null(str(player_id)) as ModelController |
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if not controller: return |
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if not filename.is_valid_filename(): |
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print_log(["ERROR: '", filename, "' is not a valid file name!"]) |
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return |
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var full_path := cache.path_join(filename) |
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if not FileAccess.file_exists(full_path): |
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print_log(["Player ", player_id, " wanted to switch to '", filename, "', but it could not be found, skipping"]) |
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return |
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if controller.load_vrm(full_path): |
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print_log(["Player ", player_id, " switched to '", filename, "'"]) |
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else: |
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print_log(["ERROR: Model '", filename, "' could not be loaded!"]) |
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# Called when a node is added to the main ModelController. |
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func model_changed(child: Node) -> void: |
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if child.name != "Model": return |
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# Wait for one frame, then "_last_loaded_vrm" is updated. |
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await get_tree().process_frame |
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var filename = main_controller._last_loaded_vrm.get_file() |
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if filename.is_valid_filename(): change_model.rpc(filename) |
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# FIXME: This sends way more information than necessary, but works as a proof-of-concept! |
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@rpc("any_peer", "unreliable_ordered") |
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func update( |
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model_transform: Transform3D, |
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shape_dict: Dictionary, # Dictionary[String, float] |
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bone_poses: Dictionary, # Dictionary[String, Transform3D] |
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) -> void: |
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var player_id := multiplayer.get_remote_sender_id() |
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var controller := get_node_or_null(str(player_id)) |
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if not controller: return |
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var model := controller.get_node_or_null("Model") as Node3D |
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if model: |
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model.transform = model_transform |
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functions_blendshapes.apply_animations(model, shape_dict) |
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var skeleton := controller._get_model_skeleton() as Skeleton3D |
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if skeleton: |
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for bone_name in bone_poses: |
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var pose: Transform3D = bone_poses[bone_name] |
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var idx := skeleton.find_bone(bone_name) |
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if idx != -1: skeleton.set_bone_pose(idx, pose) |
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func _process(_delta: float) -> void: |
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if multiplayer.get_peers().size() == 0: return |
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var model := get_model() |
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var skeleton := get_skeleton() |
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var media_pipe_ctrl = $"../MediaPipeController" |
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if (not model) or (not skeleton) or (not media_pipe_ctrl): return |
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var shape_dict = media_pipe_ctrl.blend_shape_last_values |
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var bone_poses = {} |
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for idx in skeleton.get_bone_count(): |
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var bone_name = skeleton.get_bone_name(idx) |
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var bone_pose = skeleton.get_bone_pose(idx) |
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bone_poses[bone_name] = bone_pose |
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update.rpc(model.transform, shape_dict, bone_poses)
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