# Undercooked - a game about cooking # Copyright 2024 nokoe # Copyright 2024 metamuffin # Copyright 2024 tpart # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU Affero General Public License as published by # the Free Software Foundation, version 3 of the License only. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU Affero General Public License for more details. # # You should have received a copy of the GNU Affero General Public License # along with this program. If not, see . # class_name Multiplayer extends Node signal init(player_id: int) signal data( item_names: Array, tile_names: Array, tile_collide: Array, tile_interact: Array ) signal set_tile(tile: Vector2i, kind: int, neighbors: Array) signal remove_tile(tile: Vector2i) signal clear_message(player: int) signal text_message(player: int, text: String, persist: bool) signal item_message(player: int, item: int, persist: bool) signal effect_message(player: int, effect: String, persist: bool) signal add_player(player: int, name: String, pos: Vector2, character: int) signal remove_player(player: int) signal position(player: int, position: Vector2, rotation: float) signal take_item(tile: Vector2i, player: int) signal put_item(tile: Vector2i, player: int) signal set_tile_item(tile: Vector2i, item: int) signal remove_tile_item(tile: Vector2i) signal set_player_item(player: int, item: int) signal remove_player_item(player: int) signal set_progress(tile: Vector2i, progress: float, warn: bool) signal set_finished(tile: Vector2i, warn: bool) signal set_ingame(state: bool) signal score(demands_failed: int, demands_completed: int, points: int) signal connection_closed(reason: String) var connected := false var socket := WebSocketPeer.new() func _ready(): print("Multiplayer connect"); socket.connect_to_url(Global.server_url) connected = true func _notification(what): if what == NOTIFICATION_PREDELETE: print("Multiplayer disconnect"); socket.close() connected = false func _process(_delta): if connected: socket.poll() var state = socket.get_ready_state() if state == WebSocketPeer.STATE_OPEN: while socket.get_available_packet_count(): handle_packet(socket.get_packet()) elif state == WebSocketPeer.STATE_CLOSED: var code = socket.get_close_code() var reason = socket.get_close_reason() emit_signal("connection_closed", "WebSocket closed with code: %d, reason %s. Clean: %s" % [code, reason, code != -1]) self.queue_free() func handle_packet(bytes: PackedByteArray): var decoded = decode_packet(bytes) if decoded == null: return var packet_type: String = decoded["type"] match packet_type: "init": var player_id = decoded["id"] emit_signal("init", player_id) "data": var item_names = decoded["data"]["item_names"] var tile_names = decoded["data"]["tile_names"] var tile_collide = decoded["data"]["tile_collide"] var tile_interact = decoded["data"]["tile_interact"] emit_signal("data", item_names, tile_names, tile_collide, tile_interact ) "add_player": var id = decoded["id"] var player_name = decoded["name"] var pos = decoded["position"] var character = decoded["character"] emit_signal("add_player", id, player_name, pos_to_vec2(pos), character) "remove_player": var id = decoded["id"] emit_signal("remove_player", id) "position": var player = decoded["player"] var pos = decoded["pos"] var rot = decoded["rot"] emit_signal("position", player, pos_to_vec2(pos), rot) "take_item": var tile = pos_to_vec2i(decoded["tile"]) var player = decoded["player"] emit_signal("take_item", tile, player) "put_item": var tile = pos_to_vec2i(decoded["tile"]) var player = decoded["player"] emit_signal("put_item", tile, player) "set_active": var tile = pos_to_vec2i(decoded["tile"]) var warn = decoded["warn"] var progress = decoded.get("progress") if progress != null: emit_signal("set_progress", tile, decoded["progress"], warn) else: emit_signal("set_finished", tile, warn) "set_tile_item": var tile = pos_to_vec2i(decoded["tile"]) var item = decoded.get("item") if item != null: emit_signal("set_tile_item", tile, item) else: emit_signal("remove_tile_item", tile) "set_player_item": var player = decoded["player"] var item = decoded.get("item") if item != null: emit_signal("set_player_item", player, decoded["item"]) else: emit_signal("remove_player_item", player) "update_map": var tile: Vector2i = pos_to_vec2i(decoded["tile"]) var kind = decoded.get("kind") var neighbors: Array = decoded["neighbors"] if kind != null: emit_signal( "set_tile", tile, kind, neighbors, ) else: emit_signal("remove_tile", tile) "communicate": var player: int = decoded["player"] var message = decoded.get("message") var persist: bool = decoded["persist"] if message != null: var item = message.get("item") var text = message.get("text") var effect = message.get("effect") if item != null: emit_signal("item_message", player, item, persist) elif text != null: emit_signal("text_message", player, text, persist) elif effect != null: emit_signal("effect_message", player, effect, persist) else: push_error("neither text, item nor effect provided") else: emit_signal("clear_message", player) "set_ingame": var state = decoded["state"] emit_signal("set_ingame", state) "error": var message = decoded["message"] push_warning("server error: %s" % message) "score": var demands_failed: int = decoded["demands_failed"] var demands_completed: int = decoded["demands_completed"] var points: int = decoded["points"] emit_signal("score", demands_failed, demands_completed, points) _: push_error("Unrecognized packet type: %s" % packet_type) func send_join(player_name: String, character: int): send_packet({ "type": "join", "name": player_name, "character": character }) func send_position(pos: Vector2, rotation: float): send_packet({ "type": "position", "pos": [pos.x, pos.y], "rot": rotation }) func send_interact(pos: Vector2i, edge: bool): send_packet({ "type": "interact", "pos": [pos.x, pos.y], "edge": edge }) func send_chat(message: String): send_packet({ "type": "communicate", "persist": false, "message": { "text": message } }) func send_packet(packet): var json = JSON.stringify(packet) socket.send_text(json) func decode_packet(bytes: PackedByteArray): var json = JSON.new() var in_str = bytes.get_string_from_utf8() var error = json.parse(in_str) if error == OK: return json.data else: print("Decode of packet failed: %s in %s" % [json.get_error_message(), in_str]) return null func pos_to_vec2(pos: Array) -> Vector2: return Vector2(pos[0], pos[1]) func pos_to_vec2i(pos: Array) -> Vector2i: return Vector2i(pos[0], pos[1])