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248 lines
9.3 KiB
248 lines
9.3 KiB
class_name copyMultiplayer |
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extends Mod_Base |
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@export var cache := "" |
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@export var nickname := "" |
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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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## Hardcoded list of bone names that will get syncronized. |
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var tracked_bones: Array[String] |
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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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# FIXME: There is an edge case where you can load the settings while connected, |
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# resulting in out-of-sync information with connected players, but so far |
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# I don't believe this should be a source of issues. |
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func _ready() -> void: |
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# FIXME: This is just thrown together. Dunno if this is an accurate list. |
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# TODO: Allow specifying additional bones, with the help of a hierachical list of existing bones in the model. |
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tracked_bones = [ "Hips", "Chest", "UpperChest", "Neck", "Head" ] |
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for side in [ "Left", "Right" ]: |
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# Legs |
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for bone in [ "UpperLeg", "LowerLeg", "Foot" ]: |
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tracked_bones.append("%s%s" % [ side, bone ]) |
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# Arms |
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for bone in [ "Shoulder", "UpperArm", "LowerArm", "Hand" ]: |
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tracked_bones.append("%s%s" % [ side, bone ]) |
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# Fingers |
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for phalange in [ "Metacarpal", "Proximal", "Distal" ]: |
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tracked_bones.append("%sThumb%s" % [ side, phalange ]) |
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for finger in [ "Index", "Middle", "Ring", "Little" ]: |
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for phalange in [ "Proximal", "Intermediate", "Distal" ]: |
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tracked_bones.append("%s%s%s" % [ side, finger, phalange ]) |
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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(on_model_controller_child_added) |
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setup_setting_widget("cache" , "Cache/LineEdit", true ) |
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setup_setting_widget("nickname", "Name/LineEdit" , false) |
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setup_setting_widget("address" , "Host/Address" , true ) |
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setup_setting_widget("port" , "Host/Port" , true ) |
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setup_button_connections() |
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# Filter whitespace characters from nickname before saving it to "nickname" field. |
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var nickname_widget: LineEdit = get_settings_window().get_node("Name/LineEdit") |
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nickname_widget.text_changed.connect(func(new_text): modify_setting("nickname", new_text.strip_edges())) |
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nickname_widget.text_submitted.connect(func(_new_text): nickname_widget.text = nickname) |
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nickname_widget.focus_exited.connect(func(): nickname_widget.text = nickname) |
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multiplayer.peer_connected .connect(on_peer_connected) |
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multiplayer.peer_disconnected .connect(on_peer_disconnected) |
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multiplayer.connected_to_server.connect(on_connected_to_server) |
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multiplayer.connection_failed .connect(on_connection_failed) |
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multiplayer.server_disconnected.connect(on_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, setup_events: bool) -> 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 setup_events: |
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if widget is LineEdit: widget.text_changed.connect( |
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func(text): modify_setting(setting_name, text)) |
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if widget is SpinBox: widget.value_changed.connect( |
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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(on_join_pressed) |
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window.get_node("Buttons/Host").pressed.connect(on_host_pressed) |
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window.get_node("Buttons/Disconnect").pressed.connect(on_disconnect_pressed) |
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func on_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 on_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 on_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 on_peer_connected(id: int) -> void: |
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var model_controller := ModelController.new() |
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model_controller.name = str(id) |
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var sync_controller := SyncController.new() |
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sync_controller.name = "SyncController" |
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model_controller.add_child(sync_controller) |
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add_child(model_controller) |
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player_order.append(id) |
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update_model_transforms() |
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# Send information to the newly connected player about ourselves. |
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# (Technically this doesn't need to be relayed through the server, but oh well.) |
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if nickname: change_nickname.rpc_id(id, nickname) |
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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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update_status() |
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print_log("%s connected" % sync_controller.get_display_name()) |
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func on_peer_disconnected(id: int) -> void: |
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var controller = get_sync_controller(id) |
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if not controller: return |
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remove_child(controller.model_controller) |
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controller.model_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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update_status() |
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print_log("Player %s disconnected" % id) |
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func on_connected_to_server() -> void: |
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print_log("Connected to server") |
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func on_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 on_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_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("%s: %d player%s" % [side, num_players, s]) |
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# FIXME: Temporary hardcoded way to assign some offset to other players. |
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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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## Removes all networked player models. |
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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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func _process(_delta: float) -> void: |
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SyncController.send_model_animation(self) |
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func on_model_controller_child_added(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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## Gets the SyncController for the player with the specified peer id. |
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func get_sync_controller(peer_id: int) -> SyncController: |
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var model_controller := get_node_or_null(str(peer_id)) as ModelController |
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if not model_controller: return null |
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return model_controller.get_node_or_null("SyncController") as SyncController |
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@rpc("any_peer", "reliable") |
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func change_nickname(new_nickname: String) -> void: |
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var peer_id := multiplayer.get_remote_sender_id() |
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var controller := get_sync_controller(peer_id) |
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if controller: controller.change_nickname(new_nickname) |
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@rpc("any_peer", "reliable") |
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func change_model(filename: String) -> void: |
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var peer_id := multiplayer.get_remote_sender_id() |
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var controller := get_sync_controller(peer_id) |
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if controller: controller.change_model(filename) |
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@rpc("any_peer", "unreliable_ordered") |
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func sync_model_animation(uncompressed_length: int, buffer: PackedByteArray) -> void: |
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var peer_id := multiplayer.get_remote_sender_id() |
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var controller := get_sync_controller(peer_id) |
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if controller: controller.sync_model_animation(uncompressed_length, buffer)
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