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lobby-server/globals/message_bus.gd

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GDScript3
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extends Node
var message_types: Dictionary[String, Array] = {}
func subscribe(id: String, callback: Callable) -> void:
if not message_types.has(id):
message_types.set(id, Array())
message_types.get(id).append(callback)
func emit_local(id: String, data: Variant, expand: bool = false) -> void:
emit_propagation(id, data, expand)
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# 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.
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@rpc("any_peer", "call_remote", "reliable")
func emit_request(id: String, data: Variant, expand: bool = false) -> void:
if not multiplayer.is_server(): return
if not message_types.has(id):
push_error("'%s' not an existing message type to handle...", [id])
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return
emit_propagation(id, data, expand)
@rpc("authority", "call_local", "reliable")
func emit_propagation(id: String, data: Variant, expand: bool = false) -> void:
if not message_types.has(id):
push_error("'%s' not an existing message type to handle...", [id])
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return
for callback: Callable in message_types.get(id):
if data == null:
callback.call()
continue
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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:
if not message_types.has(id):
push_error("'%s' not an existing message type to handle...", [id])
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return
for callback: Callable in message_types.get(id):
if data == null:
callback.call()
continue
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if not expand:
callback.call(data)
else:
callback.callv(data)