push project up

This commit is contained in:
2026-08-07 03:02:53 -05:00
parent 48acb406a7
commit de0da3de6e
40 changed files with 986 additions and 0 deletions

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[gd_scene load_steps=5 format=3 uid="uid://dy51wny4x53f4"]
[ext_resource type="Script" uid="uid://dbnl4tjahkoun" path="res://scenes/data_bridge/game_data.gd" id="1_l6w8l"]
[ext_resource type="Script" uid="uid://65x4bq2wsh8k" path="res://scenes/data_bridge/game_state.gd" id="2_6ash1"]
[ext_resource type="Script" uid="uid://dyq4p5e06ib14" path="res://scenes/data_bridge/lobby_data.gd" id="3_l6w8l"]
[ext_resource type="Script" uid="uid://uyimqfjmuc34" path="res://scenes/data_bridge/multiplayer_data.gd" id="4_gcm58"]
[node name="bridge" type="Node"]
[node name="game_data" type="Node" parent="."]
script = ExtResource("1_l6w8l")
[node name="game_state" type="Node" parent="."]
script = ExtResource("2_6ash1")
[node name="lobby_data" type="Node" parent="."]
script = ExtResource("3_l6w8l")
[node name="multiplayer" type="Node" parent="."]
script = ExtResource("4_gcm58")

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class_name GameData extends Node
func _init() -> void:
Globals.game_data = self
@rpc("authority", "reliable")
func set_game_address(_address: String) -> void:
pass
@rpc("authority", "reliable")
func set_game_port(_port: String) -> void:
pass

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uid://dbnl4tjahkoun

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class_name GameState extends Node
func _init() -> void:
Globals.game_state = self
func set_game_scene(scene_str: String) -> void:
# NOTE: 'node_pth_str' needs to match game node structure else server sync throws errors.
var node_pth_str = "billiards/scene"
var scene = load(scene_str).instantiate()
var target = get_tree().root.get_node(node_pth_str)
scene.name = "lobby_screen"
clear_game_scene(target)
target.add_child(scene)
func clear_game_scene(container: Node) -> void:
for child in container.get_children():
child.queue_free()
await get_tree().process_frame

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uid://65x4bq2wsh8k

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class_name LobbyData extends Node
var uuid = null
var lobby_ui: Node = null
var IS_VALID_CHARS_REGEX: RegEx = RegEx.create_from_string("^[a-zA-Z0-9]+$")
const MATCH_TYPES: Array = ["8ball", "9ball", "snooker"]
const CLIENT_DICT: Dictionary = {
"id": "",
"partner_id": "",
"in_match": false,
"match_id": ""
}
const MATCH_POOL_ENTRY: Dictionary = {
"player1": "",
"player2": "",
"data": {}
}
var active_match_pool: Dictionary = {}
var match_pool: Dictionary = {}
var client_pool: Dictionary = {}
func _init() -> void:
Globals.lobby_data = self
uuid = load('res://addons/uuid/uuid.gd')
func _delete_from_match_pool(match_id: String) -> Dictionary:
if not match_pool.get(match_id):
return {}
var to_delete: Dictionary = match_pool[match_id].data
match_pool.erase(match_id)
return to_delete
func _signal_match_list_remove_entry(match_id: String) -> void:
lobby_ui.rpc_signals.rpc_id(1, "match_list_remove_entry", match_id)
for client in client_pool.values():
if client.in_match: continue
lobby_ui.rpc_signals.rpc_id(client.id, "match_list_remove_entry", match_id)
func _launch_game_server(
match_entry: Dictionary,
client1: Dictionary, client2: Dictionary
) -> void:
var port: String = InstanceLauncher.launch_game_server(match_entry.data.type)
if port == "-1":
# TODO: Alert clients that the game wont be created due to
# server reaching number of allowed instances
return
Globals.game_data.rpc_id(client1.id, "set_game_address", "127.0.0.1")
Globals.game_data.rpc_id(client2.id, "set_game_address", "127.0.0.1")
Globals.game_data.rpc_id(client1.id, "set_game_port", port)
Globals.game_data.rpc_id(client2.id, "set_game_port", port)
rpc_id(client1.id, "connect_to_game")
rpc_id(client2.id, "connect_to_game")
@rpc("any_peer", "reliable")
func match_list_add_entry(match_entry: Dictionary) -> void:
var client1 = client_pool.get( multiplayer.get_remote_sender_id() )
if not client1: return
if not client1.match_id.is_empty(): return
if match_entry.name.length() < 1 or match_entry.name.length() > 12: return
if not IS_VALID_CHARS_REGEX.search(match_entry.name): return
if not match_entry.type in MATCH_TYPES: return
match_entry["match_id"] = uuid.v4()
match_pool[match_entry.match_id] = MATCH_POOL_ENTRY.duplicate_deep()
match_pool[match_entry.match_id].player1 = client1.id
match_pool[match_entry.match_id].data = match_entry
client1.match_id = match_entry.match_id
lobby_ui.rpc_signals.rpc_id(1, "match_list_add_entry", match_entry)
for client in client_pool.values():
if client.in_match: continue
lobby_ui.rpc_signals.rpc_id(client.id, "match_list_add_entry", match_entry)
lobby_ui.rpc_signals.rpc_id(client1.id, "match_list_activate_entry", match_entry.match_id)
@rpc("any_peer", "reliable")
func match_list_remove_entry(match_id: String) -> void:
var client1 = client_pool.get( multiplayer.get_remote_sender_id() )
if not client1: return
if not client1.match_id == match_id: return
client1.match_id = ""
_delete_from_match_pool(match_id)
_signal_match_list_remove_entry(match_id)
@rpc("any_peer", "reliable")
func match_list_join_entry(match_id: String) -> void:
var match_entry = match_pool.get(match_id)
if not match_entry: return
var client1 = client_pool.get( match_entry.player1 )
var client2 = client_pool.get( multiplayer.get_remote_sender_id() )
if not client1: return
if not client2: return
match_entry.player2 = client2.id
client1.in_match = true
client1.partner_id = client2.id
client2.match_id = match_id
client2.in_match = true
client2.partner_id = client1.id
active_match_pool[match_id] = match_entry
match_pool.erase(match_id)
client_pool.erase(client1.id)
client_pool.erase(client2.id)
_signal_match_list_remove_entry(match_id)
_launch_game_server(match_entry, client1, client2)
# NOTE: Needed for hash check to pass between client and server but isn't used by server...
@rpc("authority", "reliable")
func connect_to_game() -> void:
pass
@rpc("authority", "call_local", "reliable")
func load_game_scene(_match_entry: Dictionary, _is_player_1: bool) -> void:
pass
@rpc("authority", "reliable")
func go_back_to_match_screen() -> void:
pass
func server_client_connected(id: int) -> void:
push_warning("Client Connected... ID: ", id)
client_pool[id] = CLIENT_DICT.duplicate_deep()
client_pool[id].id = id
var matches: Array = []
for match_entry in match_pool.values():
matches.append(match_entry.data)
lobby_ui.rpc_signals.rpc_id(id, "receive_match_list", matches)
func server_client_disconnected(id: int) -> void:
push_warning("Client Disconnected... ID: ", id)
var client1 = client_pool.get(id)
if not client1: return
var client2 = client_pool.get( client1.partner_id )
var match_entry = _delete_from_match_pool(client1.match_id)
if not client1.match_id.is_empty() and not match_entry.is_empty():
lobby_ui.rpc_signals.rpc_id(1, "match_list_remove_entry", match_entry.match_id)
for client in client_pool.values():
if client.in_match: continue
if client.id == id: continue
lobby_ui.rpc_signals.rpc_id(client.id, "match_list_remove_entry", match_entry.match_id)
match_pool.erase(client1.match_id)
client_pool.erase(client1.id)
if not client2: return
if active_match_pool.get(client2.match_id):
match_pool.erase(client2.match_id)
var _id = client2.id
client2 = CLIENT_DICT.duplicate_deep()
client2.id = _id

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uid://dyq4p5e06ib14

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class_name MultiplayerData extends Node
@rpc("authority", "reliable")
func set_multiplayer_active() -> void:
pass
@rpc("authority", "call_local", "reliable")
func set_active_player_id(_id: int) -> void:
pass

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uid://uyimqfjmuc34