refactor: decouple game networking from lobby client

* Replace direct client/server networking references with GameClient/GameServer scenes
* Refactor message bus to support local emission and argument expansion
* Move lobby connection lifecycle handling to message bus events
* Remove multiplayer connection wait helpers and direct lobby client coupling
* Rename Server to ServerNetworking and update lobby client references
* Update scene resources and export configuration
This commit is contained in:
2026-08-09 18:41:18 -05:00
parent 50439bc8e0
commit 93a2be399c
20 changed files with 174 additions and 77 deletions

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@@ -1,8 +1,8 @@
class_name Billiards extends Node
@onready var server_net: Node = $server_net
@onready var client_net: ClientNetworking = $client_net
@onready var game_server: GameServer = $game_server
@onready var game_client: GameClient = $game_client
#
@@ -76,18 +76,17 @@ func _set_game_mode(mode: String) -> void:
Globals.game_data.GameModeType.SNOOKER
func server_(arg: String) -> void:
var server_port = arg.split("_")[1]
server_net.start_server("0.0.0.0", int(server_port))
game_server.start_server("0.0.0.0", int(server_port))
func host_(arg: String) -> void:
var game_mode = arg.split("_")[1]
var match_name = OS.get_cmdline_user_args()[-1]
Globals.multiplayer_data.wait_for_connection()
while not $scene/lobby_screen.client.lobby_fully_connected:
await get_tree().process_frame
$scene/lobby_screen.find_child(game_mode, true, false).emit_signal("pressed")
$scene/lobby_screen.find_child("new_match_name_input", true, false).text = match_name
@@ -99,13 +98,14 @@ func join_server(_arg: String) -> void:
Globals.multiplayer_data.set_multiplayer_active()
# TODO: Need to check if true still...
# NOTE: Need to load lobby in order for signals to get bound
# which then game server calls on its load to do handoff
Globals.game_state.set_game_scene(
"res://scenes/screens/lobby_screen/lobby.tscn"
)
client_net.start_client(server_address, int(server_port))
game_client.start_client(server_address, int(server_port))
func client(_arg: String) -> void:
Globals.game_state.set_game_scene(
@@ -118,17 +118,13 @@ func game(_arg: String) -> void:
var game_mode = OS.get_cmdline_user_args()[-1]
_set_game_mode(game_mode)
Globals.multiplayer_data.set_multiplayer_active()
Globals.game_state.set_game_scene(
"res://scenes/game.tscn"
)
Globals.multiplayer_data.set_multiplayer_active()
Globals.game_state.set_game_scene( "res://scenes/game.tscn" )
func join(_arg: String) -> void:
var _match_id = OS.get_cmdline_user_args()[-1]
Globals.multiplayer_data.wait_for_connection()
var button = $scene/lobby_screen.find_child("join_bttn", true, false)
while not button:
await get_tree().process_frame

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@@ -2,18 +2,16 @@
[ext_resource type="Script" uid="uid://dbca7qndk7coq" path="res://billiards.gd" id="1_bhs8v"]
[ext_resource type="PackedScene" uid="uid://dy51wny4x53f4" path="res://scenes/data_bridge/bridge.tscn" id="1_xa5nf"]
[ext_resource type="Script" uid="uid://ci57tiuqsx1jp" path="res://scripts/client_networking.gd" id="3_hkpkv"]
[ext_resource type="Script" uid="uid://bgnr36m8qvbx3" path="res://scripts/server_networking.gd" id="4_cni66"]
[ext_resource type="PackedScene" uid="uid://cbvv2msu13vr2" path="res://game_client.tscn" id="3_hkpkv"]
[ext_resource type="PackedScene" uid="uid://bss61m8hfvab3" path="res://game_server.tscn" id="4_cni66"]
[node name="billiards" type="Node"]
script = ExtResource("1_bhs8v")
[node name="bridge" parent="." instance=ExtResource("1_xa5nf")]
[node name="client_net" type="Node" parent="."]
script = ExtResource("3_hkpkv")
[node name="game_client" parent="." instance=ExtResource("3_hkpkv")]
[node name="server_net" type="Node" parent="."]
script = ExtResource("4_cni66")
[node name="game_server" parent="." instance=ExtResource("4_cni66")]
[node name="scene" type="Node" parent="."]

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@@ -54,7 +54,7 @@ dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter="s"
exclude_filter=".godot/*"
export_path="../../builds/desktop/billiards/billiards.x86_64"
patches=PackedStringArray()
encryption_include_filters=""

35
game_client.gd Normal file
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@@ -0,0 +1,35 @@
class_name GameClient extends ClientNetworking
func _ready() -> void:
setup_signals()
func setup_signals() -> void:
MessageBus.subscribe("game_start_client", _start_client)
MessageBus.subscribe("game_wait_for_connection", _wait_for_connection)
MessageBus.subscribe("game_close_connection", _wait_close_connection)
func _start_client(address: String = "127.0.0.1", port: int = 8080) -> void:
if peer: return
start_client(address, port)
func client_connected_to_server() -> void:
push_warning("Connected to server!")
func close_connection() -> void:
if not peer: return
push_warning("Disconnected from, server...")
unset_client()
func client_disconnected_from_server() -> void:
push_warning("Disconnected from, server...")
func client_connection_failed_to_server() -> void:
push_warning("Connection failed!")
unset_client()

1
game_client.gd.uid Normal file
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@@ -0,0 +1 @@
uid://cjtu1d1j35r32

6
game_client.tscn Normal file
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@@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://cbvv2msu13vr2"]
[ext_resource type="Script" uid="uid://cjtu1d1j35r32" path="res://game_client.gd" id="1_tea1p"]
[node name="client_net" type="Node"]
script = ExtResource("1_tea1p")

11
game_server.gd Normal file
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@@ -0,0 +1,11 @@
class_name GameServer extends ServerNetworking
func _ready() -> void:
setup_signals()
func setup_signals() -> void:
#MessageBus.subscribe("game_wait_for_connection", _wait_for_connection)
#MessageBus.subscribe("game_close_connection", _wait_close_connection)
pass

1
game_server.gd.uid Normal file
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@@ -0,0 +1 @@
uid://bndylf4rwtlkn

6
game_server.tscn Normal file
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@@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://bss61m8hfvab3"]
[ext_resource type="Script" uid="uid://bndylf4rwtlkn" path="res://game_server.gd" id="1_3xapr"]
[node name="server_net" type="Node"]
script = ExtResource("1_3xapr")

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@@ -11,8 +11,8 @@ func subscribe(id: String, callback: Callable) -> void:
message_types.get(id).append(callback)
func emit(id: String, data: Variant) -> void:
emit_propagation(id, data)
func emit_local(id: String, data: Variant, expand: bool = false) -> void:
emit_propagation(id, data, expand)
# TODO: Need to actually validate client request. Also, message bus is more
@@ -21,22 +21,23 @@ func emit(id: String, data: Variant) -> void:
@rpc("any_peer", "call_remote", "reliable")
func emit_request(id: String, data: Variant, expand: bool = false) -> void:
if not multiplayer.is_server(): return
var listeners: Array = message_types.get(id)
if not listeners:
push_error("'%s' not an existing message type to send...", [id])
if not message_types.has(id):
push_error("'%s' not an existing message type to handle...", [id])
return
emit_propagation(id, data, expand)
@rpc("authority", "call_local", "reliable")
func emit_propagation(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])
if not message_types.has(id):
push_error("'%s' not an existing message type to handle...", [id])
return
for callback: Callable in listeners:
for callback: Callable in message_types.get(id):
if data == null:
callback.call()
continue
if not expand:
callback.call(data)
else:
@@ -44,12 +45,15 @@ func emit_propagation(id: String, data: Variant, expand: bool = false) -> void:
@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])
if not message_types.has(id):
push_error("'%s' not an existing message type to handle...", [id])
return
for callback: Callable in listeners:
for callback: Callable in message_types.get(id):
if data == null:
callback.call()
continue
if not expand:
callback.call(data)
else:

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@@ -72,7 +72,3 @@ jolt_physics_3d/simulation/velocity_steps=20
jolt_physics_3d/simulation/position_steps=20
3d/simulation/position_steps=10
3d/simulation/velocity_steps=10
[rendering]
textures/vram_compression/import_etc2_astc=true

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@@ -1,9 +1,6 @@
class_name LobbyData extends Node
@onready var lobby_ui: Node
func _init() -> void:
Globals.lobby_data = self
@@ -11,15 +8,16 @@ func _init() -> void:
@rpc("authority", "reliable")
func connect_to_game() -> void:
# NOTE: Leave the lobby
lobby_ui.client.close_connection()
Globals.multiplayer_data.wait_for_connection_close()
MessageBus.emit_local("lobby_close_connection", null)
# NOTE: Join target game server
# TODO: Don't use libby client... Use a created game client.
lobby_ui.client.start_client(
MessageBus.emit_local(
"game_start_client",
[
Globals.game_data.game_address,
Globals.game_data.game_port
],
true
)
@rpc("authority", "reliable")

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@@ -44,17 +44,6 @@ func init_match():
true
)
func wait_for_connection() -> void:
while not Globals.lobby_data.lobby_ui.client.peer:
await get_tree().process_frame
while Globals.lobby_data.lobby_ui.client.peer.get_connection_status() != 2:
await get_tree().process_frame
func wait_for_connection_close() -> void:
while Globals.lobby_data.lobby_ui.client.peer:
await get_tree().process_frame
func set_multiplayer_inactive() -> void:
is_multiplayer_active = false

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@@ -2,17 +2,18 @@ class_name Lobby extends LobbyBase
func _ready() -> void:
Globals.lobby_data.lobby_ui = self
setup_signals()
func _exit_tree() -> void:
# TODO: Maybe no longer needed...
if Globals.multiplayer_data.is_multiplayer_active: return
client._do_wait_close_connection()
if client.peer:
client.close_connection()
func setup_signals() -> void:
MessageBus.subscribe("lobby_wait_for_connection", client._do_wait_for_connection)
MessageBus.subscribe("lobby_close_connection", client._do_wait_close_connection)
MessageBus.subscribe("receive_match_list", _on_receive_match_list)
MessageBus.subscribe("match_list_activate_entry", _on_match_list_entry_activated)
MessageBus.subscribe("match_list_add_entry", _on_match_list_entry_added)
@@ -23,7 +24,7 @@ func setup_signals() -> void:
func _server_host_started() -> void:
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; so long as we get the call from the
# server we know we are connected and thus hide respective UI elements.
func _on_receive_match_list(matches_list: Array) -> void:
push_warning("Client Joined Host: Full Match List Recieved...\n", matches_list)
@@ -36,6 +37,8 @@ func _on_receive_match_list(matches_list: Array) -> void:
for match_entry in matches_list:
_create_match_entry(match_entry)
client.lobby_fully_connected = true
func _on_match_list_entry_activated(match_id: String) -> void:
for match_entry in match_list.get_children():
match_entry.join_bttn.visible = false

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@@ -3,7 +3,7 @@
[ext_resource type="Script" uid="uid://dk7afnf7ol7dy" path="res://scenes/screens/lobby_screen/lobby.gd" id="1_hhiik"]
[ext_resource type="PackedScene" uid="uid://dg7pgj6i5pk8p" path="res://scenes/ui_controls/lobby_screen/lobby_ui.tscn" id="2_lqt48"]
[ext_resource type="Script" uid="uid://sihv0kwbcr33" path="res://scenes/screens/lobby_screen/lobby_rpc.gd" id="3_rurl6"]
[ext_resource type="Script" uid="uid://ci57tiuqsx1jp" path="res://scripts/client_networking.gd" id="4_glu7g"]
[ext_resource type="Script" uid="uid://dv7j35h2ngiq7" path="res://scenes/screens/lobby_screen/lobby_client.gd" id="4_glu7g"]
[node name="lobby" type="Node"]
script = ExtResource("1_hhiik")

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@@ -16,7 +16,7 @@ const MATCH_ENTRY = preload("res://scenes/screens/lobb
@onready var new_match_name_input: LineEdit = $ui/body/right_body/create_match_hbox/new_match_name_input
@onready var rpc_signals: Node = $rpc_signals
@onready var client: Node = $client
@onready var client: LobbyClient = $client
var active_mode: String = "snooker"
var active_match: HBoxContainer = null
@@ -52,7 +52,8 @@ func _on_match_create_bttn_pressed() -> void:
"type": active_mode
}
MessageBus.emit_request.rpc_id(1, "match_list_add_entry", match_entry)
#MessageBus.emit_request.rpc_id(1, "match_list_add_entry", match_entry)
MessageBus.emit_request.rpc("match_list_add_entry", match_entry)
func _on_mode_bttn_pressed(button: Button) -> void:
active_mode = button.text.remove_chars("-").to_lower()

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@@ -0,0 +1,35 @@
class_name LobbyClient extends ClientNetworking
var lobby_fully_connected: bool = false
func _ready() -> void:
pass
func _process(_delta: float) -> void:
pass
func _do_wait_for_connection() -> void:
_wait_for_connection()
while not lobby_fully_connected:
await get_tree().process_frame
func _do_wait_close_connection():
_wait_close_connection()
lobby_fully_connected = false
func client_connected_to_server() -> void:
push_warning("Connected to server!")
func client_disconnected_from_server() -> void:
push_warning("Disconnected from, server...")
func client_connection_failed_to_server() -> void:
push_warning("Connection failed!")
unset_client()

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@@ -0,0 +1 @@
uid://dv7j35h2ngiq7

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@@ -17,8 +17,31 @@ func start_client(address: String = "127.0.0.1", port: int = 8080) -> void:
multiplayer.server_disconnected.connect(client_disconnected_from_server)
multiplayer.connection_failed.connect(client_connection_failed_to_server)
func _wait_for_connection() -> void:
while not peer:
await get_tree().process_frame
while peer.get_connection_status() != 2:
await get_tree().process_frame
func _wait_close_connection():
close_connection()
while peer:
await get_tree().process_frame
func client_connected_to_server() -> void:
push_warning("Connected to server!")
assert(false, "This method needs to be overridden...")
func client_disconnected_from_server() -> void:
assert(false, "This method needs to be overridden...")
func client_connection_failed_to_server() -> void:
assert(false, "This method needs to be overridden...")
func close_connection() -> void:
if not peer: return
@@ -27,13 +50,6 @@ func close_connection() -> void:
unset_client()
func client_disconnected_from_server() -> void:
push_warning("Disconnected from, server...")
func client_connection_failed_to_server() -> void:
push_warning("Connection failed!")
unset_client()
func unset_client() -> void:
if not peer: return

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@@ -1,4 +1,4 @@
class_name Server extends Node
class_name ServerNetworking extends Node
var peer: ENetMultiplayerPeer