bazar_alea/client/scenes/multi.gd

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extends Node
@export var listen_ip:String = "127.0.0.1":
set = set_ip
func set_ip(value):
listen_ip = value
disconnect_server()
@export var listen_port:int = 33333:
set = set_port
func set_port(value:int):
listen_port = value
disconnect_server()
@export var username:String = "":
set = set_username
func set_username(value):
username = value
disconnect_server()
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@export var player_position:Node3D = null :
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set = set_player_position
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func set_player_position(value:Node3D):
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player_position = value
enum Connexion{
NONE,
ACCOUNT_REFUSED,
CONNECTING,
CONNECTED,
}
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@export var state_connexion:Connexion = Connexion.NONE
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@export var id:int = 0:
get:
return id
set(value):
id = value
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signal connexion_updated(new_state)
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signal update_my_position(pos, rot)
signal update_player_position(id, pos, rot)
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signal remove_player(id)
var enet:ENetConnection
var dataEnet:ENetPacketPeer
var errorEnet:Error
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func get_id() -> int:
return id
func is_offline() -> bool:
return state_connexion != Connexion.CONNECTED
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func update_state(value):
state_connexion = value
connexion_updated.emit(state_connexion)
func disconnect_server():
update_state(Connexion.NONE)
func create_server_enet():
print("------ create_server_enet")
enet = ENetConnection.new()
errorEnet = enet.create_host(10)
if errorEnet != OK:
print("ERROR ENET.create_host: ", errorEnet)
return
func connect_to_host():
print("Connect to : " + listen_ip + " : " + str(listen_port))
dataEnet = enet.connect_to_host(listen_ip, listen_port, 10)
print(dataEnet)
if not dataEnet:
print("ERROR dataEnet == null: ")
return
elif not dataEnet.is_active():
print("ERROR enet.connect_to_host: ", dataEnet.is_active())
return
update_state(Connexion.CONNECTING)
func connect_server():
if username == "":
return
if player_position == null:
return
create_server_enet()
connect_to_host()
func _ready():
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print("------ Multi initialized")
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update_state(Connexion.NONE)
func bad_account():
set_username("")
update_state(Connexion.ACCOUNT_REFUSED)
func get_event_received():
var data = dataEnet.get_packet()
#print("get: ", data)
if data[0] == 1: # Return connexion
if data[1] == 0: # OK
id = data.decode_u64(2)
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var x:float = data.decode_double(2+8)
var y:float = data.decode_double(2+16)
var z:float = data.decode_double(2+24)
var rx:float = data.decode_double(2+32)
var ry:float = data.decode_double(2+40)
var rz:float = data.decode_double(2+48)
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var _tick:int = data.decode_double(2+1)
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print("MyID:", id)
#print("id:", id, " x:", x, " y:", y, " z:", z)
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update_my_position.emit(Vector3(x, y, z), Vector3(rx, ry, rz))
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#self.set_player_position(Vector3(x, y, z))
update_state(Connexion.CONNECTED)
else: # KO
bad_account()
elif data[0] == 3: # Get position
if id == 0:
return
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var nb:int = data[1]
var pos:int = 2
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for i in nb:
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var mid:int = data.decode_u64(pos)
var mx:float = data.decode_double(pos+8)
var my:float = data.decode_double(pos+16)
var mz:float = data.decode_double(pos+24)
var rx:float = data.decode_double(pos+32)
var ry:float = data.decode_double(pos+40)
var rz:float = data.decode_double(pos+48)
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var tick:int = data.decode_u8(pos+56)
pos += 57
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if mid == id:
#print("Me id:", mid, " x:", mx, " y:", my, " z:", mz)
continue
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print("pos:", pos, " id:", mid, " tick:", tick, " x:", mx, " y:", my, " z:", mz, " rx:", rx, " ry:", ry, " rz:", rz)
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update_player_position.emit(mid, Vector3(mx, my, mz), Vector3(rx, ry, rz))
var nbuserremove:int = data[pos]
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pos += 1
for i in nbuserremove:
var mid = data.decode_u64(pos)
pos += 8
if mid == id:
print("Try to remove me :", mid)
continue
remove_player.emit(mid)
func send_account():
var data:PackedByteArray = PackedByteArray()
data.append(1)
data.append(len(username))
var packed_array = username.to_ascii_buffer()
data += packed_array
print(username, " -> size:", data.size(), " / " , len(username) )
errorEnet = dataEnet.send(1, data, 1)
if errorEnet != OK:
print("ERROR ENET: ", errorEnet)
return
func get_player_position():
if state_connexion != Connexion.CONNECTED:
return
var pos:PackedFloat64Array = PackedFloat64Array()
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var posRaw:Vector3 = player_position.get_my_position() #get_position()
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pos.append(posRaw.x)
pos.append(posRaw.y)
pos.append(posRaw.z)
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var rotRaw:Vector3 = player_position.get_my_rotation()
pos.append(rotRaw.x)
pos.append(rotRaw.y)
pos.append(rotRaw.z)
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var data:PackedByteArray = PackedByteArray()
data += pos.to_byte_array()
errorEnet = dataEnet.send(2, data, 1)
if errorEnet == ERR_UNCONFIGURED:
update_state(Connexion.NONE)
elif errorEnet != OK:
print("ERROR ENET: ", errorEnet)
return
func _process(_delta):
if state_connexion == Connexion.ACCOUNT_REFUSED:
return
elif state_connexion == Connexion.NONE:
connect_server()
return
get_player_position()
if state_connexion == Connexion.CONNECTING:
send_account()
if dataEnet.get_state() == ENetPacketPeer.STATE_CONNECTED:
var event = enet.service()
if event[0] == ENetConnection.EVENT_RECEIVE:
get_event_received()
elif dataEnet.get_state() == ENetPacketPeer.STATE_CONNECTING:
var event = enet.service()
if event[0] == ENetConnection.EVENT_RECEIVE:
pass
elif dataEnet.get_state() == ENetPacketPeer.STATE_DISCONNECTED:
var _event = enet.service()
print("STATE_DISCONNECTED")
elif dataEnet.get_state() == ENetPacketPeer.STATE_ACKNOWLEDGING_CONNECT:
var _event = enet.service()
print("STATE_ACKNOWLEDGING_CONNECT")
elif dataEnet.get_state() == ENetPacketPeer.STATE_CONNECTION_PENDING:
var _event = enet.service()
print("STATE_CONNECTION_PENDING")
elif dataEnet.get_state() == ENetPacketPeer.STATE_CONNECTION_SUCCEEDED:
var _event = enet.service()
print("STATE_CONNECTION_SUCCEEDED")
elif dataEnet.get_state() == ENetPacketPeer.STATE_DISCONNECT_LATER:
var _event = enet.service()
print("STATE_DISCONNECT_LATER")
elif dataEnet.get_state() == ENetPacketPeer.STATE_DISCONNECTING:
var _event = enet.service()
print("STATE_DISCONNECTING")
elif dataEnet.get_state() == ENetPacketPeer.STATE_ACKNOWLEDGING_DISCONNECT:
var _event = enet.service()
print("STATE_ACKNOWLEDGING_DISCONNECT")
elif dataEnet.get_state() == ENetPacketPeer.STATE_ZOMBIE:
var _event = enet.service()
print("STATE_ZOMBIE")
else:
var _event = enet.service()
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print("STATE_UNKNOWN")