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# Hurry Curry! - 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 <https://www.gnu.org/licenses/>.
#
class_name Multiplayer
extends Node
signal init(player_id: int)
signal data(
item_names: Array,
tile_names: Array,
tile_collide: Array,
tile_interact: Array,
map_names: 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, boosting: bool)
signal take_item(tile: Vector2i, player: int)
signal put_item(player: int, tile: Vector2i, )
signal pass_item_player(from: int, to: int)
signal pass_item_tile(from: Vector2i, to: Vector2i)
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_tile_progress(tile: Vector2i, progress: float, warn: bool)
signal set_player_progress(player: int, progress: float, warn: bool)
signal set_tile_finished(tile: Vector2i, warn: bool)
signal set_player_finished(player: int, warn: bool)
signal set_ingame(state: bool, lobby: bool)
signal score(demands_failed: int, demands_completed: int, points: int, time_remaining: float)
signal hide_score()
signal server_message(text: String)
signal replay_start()
signal connection_closed(reason: String)
var connected := false
var socket := WebSocketPeer.new()
func _ready():
print("Multiplayer connect");
socket.connect_to_url(Global.server_url)
socket.inbound_buffer_size = 1024 * 1024 * 4
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()
connection_closed.emit(
"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"]
init.emit(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"]
var map_names = decoded["data"]["map_names"]
data.emit(item_names, tile_names, tile_collide, tile_interact, map_names)
"add_player":
var id = decoded["id"]
var player_name = decoded["name"]
var pos = decoded["position"]
var character = decoded["character"]
add_player.emit(id, player_name, pos_to_vec2(pos), character)
"remove_player":
var id = decoded["id"]
remove_player.emit(id)
"position":
var player = decoded["player"]
var pos = decoded["pos"]
var rot = decoded["rot"]
var boosting = decoded["boosting"]
position.emit(player, pos_to_vec2(pos), rot, boosting)
"take_item":
push_warning("take_item is deprecated")
var tile = pos_to_vec2i(decoded["tile"])
var player = decoded["player"]
take_item.emit(tile, player)
"put_item":
push_warning("put_item is deprecated")
var tile = pos_to_vec2i(decoded["tile"])
var player = decoded["player"]
put_item.emit(tile, player)
"move_item":
var from: Dictionary = decoded["from"]
var to: Dictionary = decoded["to"]
var from_player = from.get("player")
var from_tile = from.get("tile")
var to_player = to.get("player")
var to_tile = to.get("tile")
if from_player != null and to_player != null:
pass_item_player.emit(from_player, to_player)
elif from_tile != null and to_player != null:
take_item.emit(pos_to_vec2i(from_tile), to_player)
elif from_player != null and to_tile != null:
put_item.emit(from_player, pos_to_vec2i(to_tile))
elif from_tile != null and to_tile != null:
pass_item_tile.emit(pos_to_vec2i(from_tile), pos_to_vec2i(to_tile))
"set_active":
push_warning("set_active is deprecated")
var tile = pos_to_vec2i(decoded["tile"])
var warn = decoded["warn"]
var progress = decoded.get("progress")
if progress != null:
set_tile_progress.emit(tile, progress, warn)
else:
set_tile_finished.emit(tile, warn)
"set_progress":
var item: Dictionary = decoded["item"]
var tile = item.get("tile")
var player = item.get("player")
var warn = decoded["warn"]
var progress = decoded.get("progress")
if progress != null:
if tile != null:
set_tile_progress.emit(pos_to_vec2i(tile), progress, warn)
else:
set_player_progress.emit(player, progress, warn)
else:
if tile != null:
set_tile_finished.emit(pos_to_vec2i(tile), warn)
else:
set_player_finished.emit(player, warn)
"set_tile_item":
push_warning("set_tile_item is deprecated")
var tile = pos_to_vec2i(decoded["tile"])
var item = decoded.get("item")
if item != null:
set_tile_item.emit(tile, item)
else:
remove_tile_item.emit(tile)
"set_player_item":
push_warning("set_player_item is deprecated")
var player = decoded["player"]
var item = decoded.get("item")
if item != null:
set_player_item.emit(player, item)
else:
remove_player_item.emit(player)
"set_item":
var location: Dictionary = decoded["location"]
var tile = location.get("tile")
var player = location.get("player")
var item = decoded.get("item")
if item != null:
if tile != null:
set_tile_item.emit(pos_to_vec2i(tile), item)
else:
set_player_item.emit(player, item)
else:
if tile != null:
remove_tile_item.emit(pos_to_vec2i(tile))
else:
remove_player_item.emit(player)
"update_map":
var tile: Vector2i = pos_to_vec2i(decoded["tile"])
var kind = decoded.get("kind")
var neighbors: Array = decoded["neighbors"]
if kind != null:
set_tile.emit(tile, kind, neighbors)
else:
remove_tile.emit(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:
item_message.emit(player, item, persist)
elif text != null:
text_message.emit(player, text, persist)
elif effect != null:
effect_message.emit(player, effect, persist)
else:
push_error("neither text, item nor effect provided")
else:
clear_message.emit(player)
"set_ingame":
var state = decoded["state"]
var lobby = decoded["lobby"]
set_ingame.emit(state, lobby)
"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"]
var time_remaining = decoded.get("time_remaining")
if time_remaining != null:
score.emit(demands_failed, demands_completed, points, time_remaining)
else:
hide_score.emit()
"server_message":
var text = decoded["text"]
server_message.emit(text)
"replay_start": replay_start.emit()
_:
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, boosting: bool):
send_packet({
"type": "position",
"pos": [pos.x, pos.y],
"rot": rotation,
"boosting": boosting
})
func send_tile_interact(pos: Vector2i, edge: bool):
send_packet({
"type": "interact",
"pos": [pos.x, pos.y],
"edge": edge
})
func set_player_interact(_player: int, _edge: bool):
push_error("not yet implemented")
func send_chat(message: String):
send_packet({
"type": "communicate",
"persist": false,
"message": {
"text": message
}
})
func send_replay_tick(dt: float):
send_packet({
"type": "replay_tick",
"dt": dt
})
func send_leave():
send_packet({
"type": "leave",
})
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])
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