Moving some of game to use MessageBus

This commit is contained in:
2026-08-08 01:22:54 -05:00
parent 6ebee75920
commit 50439bc8e0
7 changed files with 54 additions and 83 deletions

View File

@@ -5,36 +5,52 @@ var message_types: Dictionary[String, Array] = {}
func subscribe(id: String, callback: Callable) -> void: func subscribe(id: String, callback: Callable) -> void:
var listeners: Array = message_types.get(id) if not message_types.has(id):
if not listeners:
message_types.set(id, Array()) message_types.set(id, Array())
listeners = message_types.get(id)
listeners.append(callback) message_types.get(id).append(callback)
func emit(id: String, data: Variant) -> void: func emit(id: String, data: Variant) -> void:
emit_propagation(id, data) emit_propagation(id, data)
# TODO: Need to actually validate client request. Also, message bus is more
# about server talking to clients than clients to server. I.E, reducing
# the number of needed @rpc method decorator bindings.
@rpc("any_peer", "call_remote", "reliable") @rpc("any_peer", "call_remote", "reliable")
func emit_request(id: String, data: Variant) -> void: func emit_request(id: String, data: Variant, expand: bool = false) -> void:
if not multiplayer.is_server(): return
var listeners: Array = message_types.get(id) var listeners: Array = message_types.get(id)
if not listeners: if not listeners:
push_error("'%s' not an existing message type to send...", [id]) push_error("'%s' not an existing message type to send...", [id])
return return
emit_propagation(id, data) emit_propagation(id, data, expand)
for peer_id in multiplayer.get_peers():
emit_propagation.rpc_id(peer_id, id, data)
@rpc("authority", "call_remote", "reliable") @rpc("authority", "call_local", "reliable")
func emit_propagation(id: String, data: Variant) -> void: func emit_propagation(id: String, data: Variant, expand: bool = false) -> void:
var listeners: Array = message_types.get(id) var listeners: Array = message_types.get(id)
if not listeners: if not listeners:
push_error("'%s' not an existing message type to send...", [id]) push_error("'%s' not an existing message type to send...", [id])
return return
for callback: Callable in listeners: for callback: Callable in listeners:
callback.call(data) if not expand:
callback.call(data)
else:
callback.callv(data)
@rpc("authority", "call_remote", "reliable")
func emit_propagation_clients_only(id: String, data: Variant, expand: bool = false) -> void:
var listeners: Array = message_types.get(id)
if not listeners:
push_error("'%s' not an existing message type to send...", [id])
return
for callback: Callable in listeners:
if not expand:
callback.call(data)
else:
callback.callv(data)

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@@ -16,16 +16,12 @@ func connect_to_game() -> void:
Globals.multiplayer_data.wait_for_connection_close() Globals.multiplayer_data.wait_for_connection_close()
# NOTE: Join target game server # NOTE: Join target game server
# TODO: Don't use libby client... Use a created game client.
lobby_ui.client.start_client( lobby_ui.client.start_client(
Globals.game_data.game_address, Globals.game_data.game_address,
Globals.game_data.game_port Globals.game_data.game_port
) )
@rpc("authority", "call_local", "reliable")
func load_game_scene(match_entry: Dictionary, is_player_1: bool) -> void:
push_warning("Client load game scene...")
lobby_ui.rpc_signals.match_list_entry_load_match.emit(match_entry, is_player_1)
@rpc("authority", "reliable") @rpc("authority", "reliable")
func go_back_to_match_screen() -> void: func go_back_to_match_screen() -> void:
if multiplayer.is_server(): return if multiplayer.is_server(): return
@@ -35,16 +31,3 @@ func go_back_to_match_screen() -> void:
Globals.game_state.set_game_scene( Globals.game_state.set_game_scene(
"res://scenes/screens/lobby_screen/lobby.tscn" "res://scenes/screens/lobby_screen/lobby.tscn"
) )
# NOTE: Needed for hash check to pass between client and server but isn't used by client...
@rpc("any_peer", "reliable")
func match_list_add_entry(_match_entry: Dictionary) -> void:
pass
@rpc("any_peer", "reliable")
func match_list_remove_entry(_match_id: String) -> void:
pass
@rpc("any_peer", "reliable")
func match_list_join_entry(_match_id: String) -> void:
pass

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@@ -30,13 +30,18 @@ func init_match():
rpc("set_active_player_id", Globals.game_data.client1) rpc("set_active_player_id", Globals.game_data.client1)
Globals.lobby_data.rpc_id( MessageBus.emit_propagation_clients_only.rpc_id(
Globals.game_data.client1, Globals.game_data.client1,
"load_game_scene", match_entry, true "match_list_entry_load_match",
[match_entry, true],
true
) )
Globals.lobby_data.rpc_id(
MessageBus.emit_propagation_clients_only.rpc_id(
Globals.game_data.client2, Globals.game_data.client2,
"load_game_scene", match_entry, false "match_list_entry_load_match",
[match_entry, false],
true
) )
func wait_for_connection() -> void: func wait_for_connection() -> void:

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@@ -19,9 +19,9 @@ func _input(event: InputEvent) -> void:
rpc_input("aim_release") rpc_input("aim_release")
else: else:
if event.is_action_pressed("aim_pulse"): if event.is_action_pressed("aim_pulse"):
self.rpc_id(1, "rpc_input", "aim_pulse") rpc_id(1, "rpc_input", "aim_pulse")
elif event.is_action_released("aim_release"): elif event.is_action_released("aim_release"):
self.rpc_id(1, "rpc_input", "aim_release") rpc_id(1, "rpc_input", "aim_release")
func _process(delta: float) -> void: func _process(delta: float) -> void:
@@ -44,10 +44,10 @@ func _process(delta: float) -> void:
rpc_process("aim_decline", delta) rpc_process("aim_decline", delta)
else: else:
if Input.is_action_pressed("aim_rotate_left"): if Input.is_action_pressed("aim_rotate_left"):
self.rpc_id(1, "rpc_process", "aim_rotate_left", delta) rpc_id(1, "rpc_process", "aim_rotate_left", delta)
elif Input.is_action_pressed("aim_rotate_right"): elif Input.is_action_pressed("aim_rotate_right"):
self.rpc_id(1, "rpc_process", "aim_rotate_right", delta) rpc_id(1, "rpc_process", "aim_rotate_right", delta)
elif Input.is_action_pressed("aim_incline"): elif Input.is_action_pressed("aim_incline"):
self.rpc_id(1, "rpc_process", "aim_incline", delta) rpc_id(1, "rpc_process", "aim_incline", delta)
elif Input.is_action_pressed("aim_decline"): elif Input.is_action_pressed("aim_decline"):
self.rpc_id(1, "rpc_process", "aim_decline", delta) rpc_id(1, "rpc_process", "aim_decline", delta)

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@@ -13,18 +13,19 @@ func _exit_tree() -> void:
client.close_connection() client.close_connection()
func setup_signals() -> void: func setup_signals() -> void:
rpc_signals.match_list_entries.connect(_match_list_entries) MessageBus.subscribe("receive_match_list", _on_receive_match_list)
rpc_signals.match_list_entry_activated.connect(_on_match_list_entry_activated) MessageBus.subscribe("match_list_activate_entry", _on_match_list_entry_activated)
rpc_signals.match_list_entry_added.connect(_on_match_list_entry_added) MessageBus.subscribe("match_list_add_entry", _on_match_list_entry_added)
rpc_signals.match_list_entry_removed.connect(_on_match_list_entry_removed) MessageBus.subscribe("match_list_remove_entry", _on_match_list_entry_removed)
rpc_signals.match_list_entry_load_match.connect(_on_match_list_entry_load_match) MessageBus.subscribe("match_list_entry_load_match", _on_match_list_entry_load_match)
func _server_host_started() -> void: func _server_host_started() -> void:
host_connect_bttn.visible = false host_connect_bttn.visible = false
# NOTE: 'matches_list' can be empty but so long as we get the call from the # NOTE: 'matches_list' can be empty but so long as we get the call from the
# server we know we are connected and thus hide respective UI elements. # server we know we are connected and thus hide respective UI elements.
func _match_list_entries(matches_list: Array) -> void: func _on_receive_match_list(matches_list: Array) -> void:
push_warning("Client Joined Host: Full Match List Recieved...\n", matches_list) push_warning("Client Joined Host: Full Match List Recieved...\n", matches_list)
match_create_vbox.visible = true match_create_vbox.visible = true
@@ -94,7 +95,7 @@ func _create_match_entry(match_entry: Dictionary) -> void:
container.join_bttn.visible = false container.join_bttn.visible = false
func _join_match(match_id: String) -> void: func _join_match(match_id: String) -> void:
Globals.lobby_data.rpc_id(1, "match_list_join_entry", match_id) MessageBus.emit_request.rpc_id(1, "match_list_join_entry", match_id)
func _delete_match(match_id: String) -> void: func _delete_match(match_id: String) -> void:
Globals.lobby_data.rpc_id(1, "match_list_remove_entry", match_id) MessageBus.emit_request.rpc_id(1, "match_list_remove_entry", match_id)

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@@ -52,7 +52,7 @@ func _on_match_create_bttn_pressed() -> void:
"type": active_mode "type": active_mode
} }
Globals.lobby_data.rpc_id(1, "match_list_add_entry", match_entry) MessageBus.emit_request.rpc_id(1, "match_list_add_entry", match_entry)
func _on_mode_bttn_pressed(button: Button) -> void: func _on_mode_bttn_pressed(button: Button) -> void:
active_mode = button.text.remove_chars("-").to_lower() active_mode = button.text.remove_chars("-").to_lower()

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@@ -1,35 +1 @@
extends Node extends Node
signal match_list_entries(match_list: Array)
signal match_list_entry_activated(match_id: String)
signal match_list_entry_added(match_entry: Dictionary)
signal match_list_entry_removed(match_id: String)
signal match_list_entry_load_match(
match_entry: Dictionary, is_player_1: bool
)
@rpc("authority", "call_local", "reliable")
func match_list_add_entry(match_entry: Dictionary) -> void:
push_warning("Client received new match entry...")
match_list_entry_added.emit(match_entry)
@rpc("authority", "call_local", "reliable")
func match_list_remove_entry(match_id: String) -> void:
push_warning("Client received delete match entry...")
match_list_entry_removed.emit(match_id)
@rpc("authority", "reliable")
func receive_match_list(match_list: Array) -> void:
push_warning("Client received match list...")
match_list_entries.emit(match_list)
@rpc("authority", "reliable")
func match_list_activate_entry(match_id: String) -> void:
push_warning("Client set active match entry...")
match_list_entry_activated.emit(match_id)
func load_game_scene(match_entry: Dictionary, is_player_1: bool) -> void:
push_warning("Client load game scene...")
match_list_entry_load_match.emit(match_entry, is_player_1)