refactor: improve multiplayer connection lifecycle

* Move client/server connection handling into game-specific networking classes
* Add multiplayer data reset for disconnected clients
* Clean up invalid MessageBus listeners after disconnects
* Persist lobby host address and port in game data
* Standardize the default server port to 8080
* Increase server address input length to support valid addresses
* Remove obsolete connection and match initialization logic from base networking
This commit is contained in:
2026-08-10 00:40:45 -05:00
parent 93a2be399c
commit 26dcfe0d1b
8 changed files with 59 additions and 32 deletions

View File

@@ -10,11 +10,18 @@ func setup_signals() -> void:
MessageBus.subscribe("game_wait_for_connection", _wait_for_connection)
MessageBus.subscribe("game_close_connection", _wait_close_connection)
MessageBus.subscribe("game_peer_disconnected", _on_game_peer_disconnected)
func _start_client(address: String = "127.0.0.1", port: int = 8080) -> void:
if peer: return
start_client(address, port)
func _on_game_peer_disconnected() -> void:
close_connection()
Globals.multiplayer_data.reset()
Globals.lobby_data.go_back_to_match_screen()
MessageBus.clear_voided_listeners()
func client_connected_to_server() -> void:
push_warning("Connected to server!")

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@@ -6,6 +6,26 @@ func _ready() -> void:
func setup_signals() -> void:
#MessageBus.subscribe("game_wait_for_connection", _wait_for_connection)
#MessageBus.subscribe("game_close_connection", _wait_close_connection)
pass
func server_client_connected(id: int) -> void:
push_warning("Client Connected... ID: ", id)
if not Globals.game_data.client1:
Globals.game_data.client1 = id
elif not Globals.game_data.client2:
Globals.game_data.client2 = id
if Globals.game_data.client1 and Globals.game_data.client2:
Globals.multiplayer_data.init_match()
# TODO: Add watch match feature...
func server_client_disconnected(id: int) -> void:
push_warning("Client Disconnected... ID: ", id)
MessageBus.emit_propagation_clients_only.rpc("game_peer_disconnected", null)
await get_tree().create_timer(5.0).timeout
# NOTE: Quits game server instance.
get_tree().quit()

View File

@@ -11,6 +11,14 @@ func subscribe(id: String, callback: Callable) -> void:
message_types.get(id).append(callback)
func clear_voided_listeners() -> void:
for mtype in message_types.keys():
var mlisteners: Array = message_types.get(mtype)
for mlistener in mlisteners:
if mlistener.is_valid(): continue
mlisteners.erase(mlistener)
func emit_local(id: String, data: Variant, expand: bool = false) -> void:
emit_propagation(id, data, expand)

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@@ -23,8 +23,17 @@ func set_active_player_id(id: int) -> void:
current_turn_player_id = id
func reset() -> void:
multiplayer_synchronizer = MultiplayerSynchronizer.new()
synchronizer_config = SceneReplicationConfig.new()
current_turn_player_id = -1
func init_match():
is_multiplayer_active = true
multiplayer_synchronizer.name = "multiplayer_synchronizer"
multiplayer_synchronizer.replication_config = synchronizer_config
multiplayer_synchronizer.root_path = "/root/billiards"
func init_match() -> void:
var match_entry = Dictionary()
match_entry.set("type", Globals.game_data.game_mode)

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@@ -28,7 +28,11 @@ func _on_home_bttn_pressed() -> void:
)
func _on_host_connect_bttn_pressed() -> void:
client.start_client(host_address_input.text, int(host_port_range.value))
Globals.game_data.game_address = host_address_input.text
Globals.game_data.game_port = int(host_port_range.value)
client.start_client(
Globals.game_data.game_address, Globals.game_data.game_port
)
func _on_host_disconnect_bttn_pressed() -> void:
match_create_vbox.visible = false

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@@ -55,7 +55,7 @@ size_flags_horizontal = 3
text = "127.0.0.1"
placeholder_text = "Server Address: (Eg. 0.0.0.0)"
alignment = 1
max_length = 12
max_length = 15
emoji_menu_enabled = false
clear_button_enabled = true
caret_blink = true
@@ -65,7 +65,7 @@ layout_mode = 2
min_value = 1.0
max_value = 65535.0
page = 10.0
value = 31315.0
value = 8080.0
rounded = true
alignment = 1

View File

@@ -8,6 +8,7 @@ func start_client(address: String = "127.0.0.1", port: int = 8080) -> void:
if peer: return
push_warning("Client Starting... Address: ", address, " Port: ", port)
# TODO: Add throbber or other indication of connection attempt.
peer = ENetMultiplayerPeer.new()
peer.create_client(address, port)

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@@ -40,30 +40,8 @@ func close_connection() -> void:
peer.close()
peer = null
func server_client_connected(id: int) -> void:
push_warning("Client Connected... ID: ", id)
func server_client_connected(_id: int) -> void:
assert(false, "This method needs to be overridden...")
if not Globals.game_data.client1:
Globals.game_data.client1 = id
elif not Globals.game_data.client2:
Globals.game_data.client2 = id
if Globals.game_data.client1 and Globals.game_data.client2:
Globals.multiplayer_data.init_match()
# TODO: Add watch match feature...
func server_client_disconnected(id: int) -> void:
push_warning("Client Disconnected... ID: ", id)
# TODO: Fix call structure
#if id == Globals.game_data.client1:
#LobbyNetworking.rpc_id(
#Globals.game_data.client1,
#"go_back_to_match_screen"
#)
#elif id == Globals.game_data.client2:
#LobbyNetworking.rpc_id(
#Globals.game_data.client2,
#"go_back_to_match_screen"
#)
func server_client_disconnected(_id: int) -> void:
assert(false, "This method needs to be overridden...")