refactor: simplify lobby server architecture and update app metadata
* remove legacy data bridge, RPC, and server bootstrap files * simplify lobby scene and node hierarchy * rename lobby UI scene path and update signal handlers * replace the application icon and configure the boot splash * add project description and version metadata
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165
scenes/data/lobby_data.gd
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165
scenes/data/lobby_data.gd
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class_name LobbyData extends Node
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var uuid = null
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var IS_VALID_CHARS_REGEX: RegEx = RegEx.create_from_string("^[a-zA-Z0-9]+$")
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const MATCH_TYPES: Array = ["8ball", "9ball", "snooker", "freeball"]
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const CLIENT_DICT: Dictionary = {
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"id": "",
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"partner_id": "",
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"in_match": false,
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"match_id": ""
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}
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const MATCH_POOL_ENTRY: Dictionary = {
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"player1": "",
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"player2": "",
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"data": {}
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}
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var active_match_pool: Dictionary = {}
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var match_pool: Dictionary = {}
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var client_pool: Dictionary = {}
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func _init() -> void:
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Globals.lobby_data = self
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uuid = load('res://addons/uuid/uuid.gd')
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func _delete_from_match_pool(match_id: String) -> Dictionary:
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if not match_pool.has(match_id): return {}
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var to_delete: Dictionary = match_pool[match_id].data
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match_pool.erase(match_id)
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return to_delete
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func _launch_game_server(
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match_entry: Dictionary,
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client1: Dictionary,
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client2: Dictionary
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) -> void:
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var port: String = InstanceLauncher.launch_game_server(match_entry.data)
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if port == "-1":
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# TODO: Alert clients that the game wont be created due to
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# server reaching number of allowed instances.
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return
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# TODO: Set address dynamically; I.E. if game on different server than lobby.
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# As is, clients use the lobby address since games launch on new ports.
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# Will have to change how we watch game server death if on diff server.
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#Globals.game_data.rpc_id(client1.id, "set_game_address", "51.222.85.126")
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#Globals.game_data.rpc_id(client2.id, "set_game_address", "51.222.85.126")
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Globals.game_data.rpc_id(client1.id, "set_game_port", port)
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Globals.game_data.rpc_id(client2.id, "set_game_port", port)
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rpc_id(client1.id, "connect_to_game")
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rpc_id(client2.id, "connect_to_game")
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func match_list_add_entry(match_entry: Dictionary) -> void:
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var client1 = client_pool.get( multiplayer.get_remote_sender_id() )
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if not client1: return
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if not client1.match_id.is_empty(): return
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if match_entry.name.length() < 1 or match_entry.name.length() > 12: return
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if not IS_VALID_CHARS_REGEX.search(match_entry.name): return
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if not match_entry.type in MATCH_TYPES: return
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match_entry["match_id"] = uuid.v4()
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match_pool[match_entry.match_id] = MATCH_POOL_ENTRY.duplicate_deep()
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match_pool[match_entry.match_id].player1 = client1.id
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match_pool[match_entry.match_id].data = match_entry
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client1.match_id = match_entry.match_id
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func match_list_remove_entry(match_id: String) -> void:
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var client1 = client_pool.get( multiplayer.get_remote_sender_id() )
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if not client1: return
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if not client1.match_id == match_id: return
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client1.match_id = ""
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_delete_from_match_pool(match_id)
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func match_list_join_entry(match_id: String) -> void:
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if active_match_pool.has(match_id):
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push_error("Client Joining Match List Entry Failed. Already consumed. ", match_id)
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# TODO: Need to signal to prospective client that match has been taken.
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# Server is in the midst of cleanup for it once clients disconnect
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# to join generated game server...
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return
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var match_entry = match_pool.get(match_id)
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if not match_entry: return
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var client1 = client_pool.get( match_entry.player1 )
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var client2 = client_pool.get( multiplayer.get_remote_sender_id() )
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if not client1: return
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if not client2: return
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match_entry.player2 = client2.id
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client1.in_match = true
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client1.partner_id = client2.id
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client2.match_id = match_id
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client2.in_match = true
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client2.partner_id = client1.id
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active_match_pool[match_id] = match_entry
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# NOTE: Cleanup of match info and client info
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# will/should happen on their disconnect...
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# TODO: Need to look into moving this out of here.
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# Maybe just have clients drop and internally call on their own?
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# Maybe just check here if we can even launch the game server?
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_launch_game_server(match_entry, client1, client2)
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func server_client_connected(id: int) -> void:
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push_warning("Client Connected... ID: ", id)
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client_pool[id] = CLIENT_DICT.duplicate_deep()
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client_pool[id].id = id
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var matches: Array = []
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for match_entry in match_pool.values():
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matches.append(match_entry.data)
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MessageBus.emit_propagation_clients_only.rpc_id(
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id, "receive_match_list", matches
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)
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func server_client_disconnected(id: int) -> void:
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push_warning("Client Disconnected... ID: ", id)
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var client1 = client_pool.get(id)
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if not client1: return
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var match_entry = _delete_from_match_pool(client1.match_id)
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if not match_entry: return
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push_warning("Removing Match... Match: ", match_entry)
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MessageBus.emit_local(
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"match_list_remove_entry", match_entry.match_id
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)
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MessageBus.emit_propagation_clients_only.rpc(
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"match_list_remove_entry", match_entry.match_id
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)
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client_pool.erase(client1.id)
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# NOTE: Needed for hash check to pass between client and server but isn't used by server...
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@rpc("authority", "reliable")
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func connect_to_game() -> void:
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pass
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@rpc("authority", "reliable")
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func go_back_to_match_screen() -> void:
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pass
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