moved network interface

This commit is contained in:
2024-08-19 15:24:44 +02:00
parent 5c1793c1e7
commit 27a3581af1
14 changed files with 190 additions and 216 deletions

View File

@@ -1,5 +1,3 @@
[gd_scene format=3 uid="uid://clafls1xhludi"] [gd_scene format=3 uid="uid://clafls1xhludi"]
[node name="Lobby" type="Lobby"] [node name="NetworkInterface" type="NetworkInterface"]
[node name="NetworkInterface" type="NetworkInterface" parent="."]

View File

@@ -5,11 +5,8 @@
[node name="Main" type="Main"] [node name="Main" type="Main"]
[node name="Lobby" parent="." instance=ExtResource("1_06ibn")] [node name="Network" parent="." instance=ExtResource("1_06ibn")]
[node name="MainMenu" parent="." instance=ExtResource("2_lavg1")] [node name="MainMenu" parent="." instance=ExtResource("2_lavg1")]
[connection signal="local_player_connected" from="Lobby" to="MainMenu" method="on_connected"]
[connection signal="change_scene" from="MainMenu" to="." method="change_scene"] [connection signal="change_scene" from="MainMenu" to="." method="change_scene"]
[connection signal="create_game" from="MainMenu" to="Lobby" method="create_game"]
[connection signal="join_game" from="MainMenu" to="Lobby" method="join_game"]

View File

@@ -1,10 +1,11 @@
#pragma once #pragma once
#include <blitz/protocol/PacketDispatcher.h>
#include <blitz/protocol/Packets.h> #include <blitz/protocol/Packets.h>
#include <godot_cpp/classes/node.hpp> #include <godot_cpp/classes/node.hpp>
#include <blitz/protocol/PacketDispatcher.h>
namespace blitz { namespace blitz {
class NetworkInterface : public godot::Node, public protocol::PacketDispatcher { class NetworkInterface : public godot::Node, public protocol::PacketDispatcher {
GDCLASS(NetworkInterface, godot::Node) GDCLASS(NetworkInterface, godot::Node)
protected: protected:
@@ -17,10 +18,21 @@ class NetworkInterface : public godot::Node, public protocol::PacketDispatcher {
void BroadcastPacket(const protocol::Packet& a_Packet); void BroadcastPacket(const protocol::Packet& a_Packet);
void SendPacket(PeerID a_Peer, const protocol::Packet& a_Packet); void SendPacket(PeerID a_Peer, const protocol::Packet& a_Packet);
godot::Error JoinGame(const godot::String& a_Address, uint16_t a_Port);
godot::Error CreateGame(uint16_t a_Port, bool a_Dedicated = false);
void ShutdownNetwork();
void _ready() override; void _ready() override;
private: private:
void RecievePacketDataReliable(godot::PackedByteArray a_PacketData); void RecievePacketDataReliable(godot::PackedByteArray a_PacketData);
void OnPlayerConnected(PeerID a_PeerId);
void OnPlayerDisconnected(PeerID a_PeerId);
void OnConnectOk();
void OnConnectFail();
void OnServerDisconnected();
}; };
} // namespace blitz } // namespace blitz

View File

@@ -1,32 +0,0 @@
#pragma once
#include <godot_cpp/classes/node.hpp>
#include <client/NetworkInterface.h>
namespace blitz {
class Lobby : public godot::Node {
GDCLASS(Lobby, godot::Node)
protected:
static void _bind_methods();
public:
Lobby();
~Lobby();
void _ready() override;
godot::Error JoinGame(const godot::String& a_Address, uint16_t a_Port);
godot::Error CreateGame(uint16_t a_Port, bool a_Dedicated = false);
void Shutdown();
private:
void OnPlayerConnected(PeerID a_PeerId);
void OnPlayerDisconnected(PeerID a_PeerId);
void OnConnectOk();
void OnConnectFail();
void OnServerDisconnected();
};
} // namespace blitz

View File

@@ -2,6 +2,7 @@
#include <godot_cpp/classes/button.hpp> #include <godot_cpp/classes/button.hpp>
#include <godot_cpp/classes/control.hpp> #include <godot_cpp/classes/control.hpp>
#include <blitz/godot/NetworkInterface.h>
namespace blitz { namespace blitz {
@@ -22,11 +23,17 @@ class MainMenu : public godot::Control {
godot::Button* m_CreateButton; godot::Button* m_CreateButton;
godot::Button* m_QuitButton; godot::Button* m_QuitButton;
NetworkInterface* m_NetworkInterface;
void OnConnected(); void OnConnected();
void OnDisconnected();
void OnJoinPressed(); void OnJoinPressed();
void OnCreatePressed(); void OnCreatePressed();
void OnQuitPressed(); void OnQuitPressed();
void DisableButtons();
void EnableButtons();
}; };
} // namespace blitz } // namespace blitz

View File

@@ -1,7 +1,7 @@
#pragma once #pragma once
#include <godot_cpp/classes/node.hpp>
#include <blitz/common/Types.h> #include <blitz/common/Types.h>
#include <godot_cpp/classes/node.hpp>
namespace blitz { namespace blitz {

View File

@@ -0,0 +1,129 @@
#include <blitz/godot/NetworkInterface.h>
#include <blitz/protocol/PacketFactory.h>
#include <blitz/protocol/PacketSerializer.h>
#include <godot_cpp/classes/e_net_multiplayer_peer.hpp>
#include <godot_cpp/classes/multiplayer_api.hpp>
#include <godot_cpp/classes/packed_scene.hpp>
#include <godot_cpp/classes/resource_loader.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
namespace blitz {
static const char ServerScenePath[] = "res://Scenes/Network/server.tscn";
using namespace godot;
void NetworkInterface::_bind_methods() {
ClassDB::bind_method(D_METHOD("RecievePacketDataReliable", "a_PacketData"), &NetworkInterface::RecievePacketDataReliable);
// server
ADD_SIGNAL(MethodInfo("player_connected", PropertyInfo(Variant::INT, "peer_id")));
ADD_SIGNAL(MethodInfo("player_disconnected", PropertyInfo(Variant::INT, "peer_id")));
// client
ADD_SIGNAL(MethodInfo("server_disconnected"));
ADD_SIGNAL(MethodInfo("local_player_connected"));
protocol::PacketFactory::Init();
}
NetworkInterface::NetworkInterface() {}
NetworkInterface::~NetworkInterface() {}
void NetworkInterface::_ready() {
// TODO: unreliable
Dictionary config;
config["rpc_mode"] = MultiplayerAPI::RPC_MODE_ANY_PEER;
config["transfer_mode"] = MultiplayerPeer::TRANSFER_MODE_RELIABLE;
config["call_local"] = true;
config["channel"] = 0;
rpc_config("RecievePacketDataReliable", config);
get_multiplayer()->connect("peer_connected", callable_mp(this, &NetworkInterface::OnPlayerConnected));
get_multiplayer()->connect("peer_disconnected", callable_mp(this, &NetworkInterface::OnPlayerDisconnected));
get_multiplayer()->connect("connected_to_server", callable_mp(this, &NetworkInterface::OnConnectOk));
get_multiplayer()->connect("connection_failed", callable_mp(this, &NetworkInterface::OnConnectFail));
get_multiplayer()->connect("server_disconnected", callable_mp(this, &NetworkInterface::OnServerDisconnected));
}
void NetworkInterface::BroadcastPacket(const protocol::Packet& a_Packet) {
PackedByteArray byteArray = protocol::PacketSerializer::Serialize(a_Packet);
rpc("RecievePacketDataReliable", byteArray);
}
void NetworkInterface::SendPacket(PeerID a_Peer, const protocol::Packet& a_Packet) {
PackedByteArray byteArray = protocol::PacketSerializer::Serialize(a_Packet);
rpc_id(a_Peer, "RecievePacketDataReliable", byteArray);
}
void NetworkInterface::RecievePacketDataReliable(godot::PackedByteArray a_PacketData) {
auto packet = protocol::PacketSerializer::Deserialize(a_PacketData);
if (packet) {
packet->m_Sender = get_multiplayer()->get_remote_sender_id();
Dispatch(*packet);
}
}
Error NetworkInterface::JoinGame(const String& a_Address, uint16_t a_Port) {
auto* peer = memnew(ENetMultiplayerPeer);
Error error = peer->create_client(a_Address, a_Port);
if (error) {
OnConnectFail();
return error;
}
get_multiplayer()->set_multiplayer_peer(peer);
return Error::OK;
}
Error NetworkInterface::CreateGame(uint16_t a_Port, bool a_Dedicated) {
auto* peer = memnew(ENetMultiplayerPeer);
Error error = peer->create_server(a_Port);
if (error)
return error;
get_multiplayer()->set_multiplayer_peer(peer);
Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(ServerScenePath);
add_child(serverScene->instantiate());
if (!a_Dedicated) {
emit_signal("local_player_connected");
emit_signal("player_connected", get_multiplayer()->get_unique_id());
}
return Error::OK;
}
void NetworkInterface::OnPlayerConnected(PeerID a_PeerId) {
emit_signal("player_connected", a_PeerId);
}
void NetworkInterface::OnPlayerDisconnected(PeerID a_PeerId) {
emit_signal("player_disconnected", a_PeerId);
}
void NetworkInterface::OnConnectOk() {
emit_signal("local_player_connected");
}
void NetworkInterface::OnConnectFail() {
ShutdownNetwork();
emit_signal("server_disconnected");
}
void NetworkInterface::OnServerDisconnected() {
ShutdownNetwork();
emit_signal("server_disconnected");
}
void NetworkInterface::ShutdownNetwork() {
get_multiplayer()->set_multiplayer_peer(nullptr);
if (auto* server = find_child("Server")) {
server->queue_free();
}
}
} // namespace blitz

View File

@@ -1,99 +0,0 @@
#include <client/Lobby.h>
#include <godot_cpp/classes/e_net_multiplayer_peer.hpp>
#include <godot_cpp/classes/multiplayer_api.hpp>
#include <godot_cpp/classes/packed_scene.hpp>
#include <godot_cpp/classes/resource_loader.hpp>
#include <godot_cpp/variant/dictionary.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
using namespace godot;
static const char ServerScenePath[] = "res://Scenes/Network/server.tscn";
namespace blitz {
void Lobby::_bind_methods() {
godot::ClassDB::bind_method(godot::D_METHOD("create_game", "port", "dedicated"), &Lobby::CreateGame);
godot::ClassDB::bind_method(godot::D_METHOD("join_game", "address", "port"), &Lobby::JoinGame);
ADD_SIGNAL(MethodInfo("player_connected", PropertyInfo(Variant::INT, "peer_id")));
ADD_SIGNAL(MethodInfo("player_disconnected", PropertyInfo(Variant::INT, "peer_id")));
ADD_SIGNAL(MethodInfo("server_disconnected"));
ADD_SIGNAL(MethodInfo("local_player_connected"));
}
Lobby::Lobby() {}
Lobby::~Lobby() {}
void Lobby::_ready() {
get_multiplayer()->connect("peer_connected", callable_mp(this, &Lobby::OnPlayerConnected));
get_multiplayer()->connect("peer_disconnected", callable_mp(this, &Lobby::OnPlayerDisconnected));
get_multiplayer()->connect("connected_to_server", callable_mp(this, &Lobby::OnConnectOk));
get_multiplayer()->connect("connection_failed", callable_mp(this, &Lobby::OnConnectFail));
get_multiplayer()->connect("server_disconnected", callable_mp(this, &Lobby::OnServerDisconnected));
}
Error Lobby::JoinGame(const String& a_Address, uint16_t a_Port) {
auto* peer = memnew(ENetMultiplayerPeer);
Error error = peer->create_client(a_Address, a_Port);
if (error)
return error;
get_multiplayer()->set_multiplayer_peer(peer);
return Error::OK;
}
Error Lobby::CreateGame(uint16_t a_Port, bool a_Dedicated) {
auto* peer = memnew(ENetMultiplayerPeer);
Error error = peer->create_server(a_Port);
if (error)
return error;
get_multiplayer()->set_multiplayer_peer(peer);
Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(ServerScenePath);
add_child(serverScene->instantiate());
if (!a_Dedicated) {
emit_signal("local_player_connected");
emit_signal("player_connected", get_multiplayer()->get_unique_id());
}
return Error::OK;
}
void Lobby::Shutdown() {
get_multiplayer()->set_multiplayer_peer(nullptr);
if (auto* server = find_child("Server")) {
remove_child(server);
}
}
void Lobby::OnPlayerConnected(PeerID a_PeerId) {
if (get_multiplayer()->is_server()) {
emit_signal("player_connected", a_PeerId);
}
}
void Lobby::OnPlayerDisconnected(PeerID a_PeerId) {
if (get_multiplayer()->is_server()) {
emit_signal("player_disconnected", a_PeerId);
}
}
void Lobby::OnConnectOk() {
int32_t peerId = get_multiplayer()->get_unique_id();
emit_signal("local_player_connected");
}
void Lobby::OnConnectFail() {
Shutdown();
}
void Lobby::OnServerDisconnected() {
Shutdown();
emit_signal("server_disconnected");
}
} // namespace blitz

View File

@@ -7,7 +7,6 @@
#include <godot_cpp/classes/window.hpp> #include <godot_cpp/classes/window.hpp>
#include <godot_cpp/variant/utility_functions.hpp> #include <godot_cpp/variant/utility_functions.hpp>
#include <client/Lobby.h>
#include <client/World.h> #include <client/World.h>
using namespace godot; using namespace godot;

View File

@@ -9,8 +9,6 @@ namespace blitz {
void MainMenu::_bind_methods() { void MainMenu::_bind_methods() {
godot::ClassDB::bind_method(godot::D_METHOD("on_connected"), &MainMenu::OnConnected); godot::ClassDB::bind_method(godot::D_METHOD("on_connected"), &MainMenu::OnConnected);
ADD_SIGNAL(MethodInfo("create_game", PropertyInfo(Variant::INT, "port"), PropertyInfo(Variant::BOOL, "dedicated")));
ADD_SIGNAL(MethodInfo("join_game", PropertyInfo(Variant::STRING, "address"), PropertyInfo(Variant::INT, "port")));
ADD_SIGNAL(MethodInfo("change_scene")); ADD_SIGNAL(MethodInfo("change_scene"));
} }
@@ -30,9 +28,15 @@ void MainMenu::_ready() {
DEV_ASSERT(m_CreateButton); DEV_ASSERT(m_CreateButton);
DEV_ASSERT(m_QuitButton); DEV_ASSERT(m_QuitButton);
m_NetworkInterface = Object::cast_to<NetworkInterface>(get_parent()->find_child("Network"));
DEV_ASSERT(m_NetworkInterface);
m_JoinButton->connect("pressed", callable_mp(this, &MainMenu::OnJoinPressed)); m_JoinButton->connect("pressed", callable_mp(this, &MainMenu::OnJoinPressed));
m_CreateButton->connect("pressed", callable_mp(this, &MainMenu::OnCreatePressed)); m_CreateButton->connect("pressed", callable_mp(this, &MainMenu::OnCreatePressed));
m_QuitButton->connect("pressed", callable_mp(this, &MainMenu::OnQuitPressed)); m_QuitButton->connect("pressed", callable_mp(this, &MainMenu::OnQuitPressed));
m_NetworkInterface->connect("local_player_connected", callable_mp(this, &MainMenu::OnConnected));
m_NetworkInterface->connect("server_disconnected", callable_mp(this, &MainMenu::OnDisconnected));
} }
void MainMenu::OnConnected() { void MainMenu::OnConnected() {
@@ -40,16 +44,33 @@ void MainMenu::OnConnected() {
set_visible(false); set_visible(false);
} }
void MainMenu::OnDisconnected() {
set_visible(true);
EnableButtons();
}
void MainMenu::OnJoinPressed() { void MainMenu::OnJoinPressed() {
emit_signal("join_game", "localhost", 25565); DisableButtons();
m_NetworkInterface->JoinGame("localhost", 25565);
} }
void MainMenu::OnCreatePressed() { void MainMenu::OnCreatePressed() {
emit_signal("create_game", 25565, false); DisableButtons();
m_NetworkInterface->CreateGame(25565);
} }
void MainMenu::OnQuitPressed() { void MainMenu::OnQuitPressed() {
get_tree()->quit(); get_tree()->quit();
} }
void MainMenu::DisableButtons() {
m_JoinButton->set_disabled(true);
m_CreateButton->set_disabled(true);
}
void MainMenu::EnableButtons() {
m_JoinButton->set_disabled(false);
m_CreateButton->set_disabled(false);
}
} // namespace blitz } // namespace blitz

View File

@@ -1,50 +0,0 @@
#include <client/NetworkInterface.h>
#include <blitz/protocol/PacketFactory.h>
#include <blitz/protocol/PacketSerializer.h>
#include <godot_cpp/classes/multiplayer_api.hpp>
#include <godot_cpp/classes/multiplayer_peer.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
namespace blitz {
using namespace godot;
void NetworkInterface::_bind_methods() {
ClassDB::bind_method(D_METHOD("RecievePacketDataReliable", "a_PacketData"), &NetworkInterface::RecievePacketDataReliable);
protocol::PacketFactory::Init();
}
NetworkInterface::NetworkInterface() {}
NetworkInterface::~NetworkInterface() {}
void NetworkInterface::_ready() {
// TODO: unreliable
Dictionary config;
config["rpc_mode"] = MultiplayerAPI::RPC_MODE_ANY_PEER;
config["transfer_mode"] = MultiplayerPeer::TRANSFER_MODE_RELIABLE;
config["call_local"] = true;
config["channel"] = 0;
rpc_config("RecievePacketDataReliable", config);
}
void NetworkInterface::BroadcastPacket(const protocol::Packet& a_Packet) {
PackedByteArray byteArray = protocol::PacketSerializer::Serialize(a_Packet);
rpc("RecievePacketDataReliable", byteArray);
}
void NetworkInterface::SendPacket(PeerID a_Peer, const protocol::Packet& a_Packet) {
PackedByteArray byteArray = protocol::PacketSerializer::Serialize(a_Packet);
rpc_id(a_Peer, "RecievePacketDataReliable", byteArray);
}
void NetworkInterface::RecievePacketDataReliable(godot::PackedByteArray a_PacketData) {
auto packet = protocol::PacketSerializer::Deserialize(a_PacketData);
if (packet) {
packet->m_Sender = get_multiplayer()->get_remote_sender_id();
Dispatch(*packet);
}
}
} // namespace blitz

View File

@@ -1,7 +1,6 @@
#include <client/Server.h> #include <client/Server.h>
#include <client/Lobby.h> #include <blitz/godot/NetworkInterface.h>
#include <client/NetworkInterface.h>
#include <godot_cpp/classes/engine.hpp> #include <godot_cpp/classes/engine.hpp>
using namespace godot; using namespace godot;
@@ -19,13 +18,11 @@ void Server::_ready() {
return; return;
m_Lobby = Object::cast_to<Lobby>(get_parent()); m_NetworkInterface = Object::cast_to<NetworkInterface>(get_parent());
DEV_ASSERT(m_Lobby);
m_NetworkInterface = Object::cast_to<NetworkInterface>(m_Lobby->find_child("NetworkInterface"));
DEV_ASSERT(m_NetworkInterface); DEV_ASSERT(m_NetworkInterface);
m_Lobby->connect("player_connected", callable_mp(this, &Server::OnPlayerConnect)); m_NetworkInterface->connect("player_connected", callable_mp(this, &Server::OnPlayerConnect));
m_Lobby->connect("player_disconnected", callable_mp(this, &Server::OnPlayerDisconnect)); m_NetworkInterface->connect("player_disconnected", callable_mp(this, &Server::OnPlayerDisconnect));
} }
void Server::OnPlayerConnect(PeerID a_PeerId) { void Server::OnPlayerConnect(PeerID a_PeerId) {

View File

@@ -1,7 +1,7 @@
#include <client/World.h> #include <client/World.h>
#include <blitz/godot/NetworkInterface.h>
#include <client/FirstPersonPlayer.h> #include <client/FirstPersonPlayer.h>
#include <client/NetworkInterface.h>
#include <client/Player.h> #include <client/Player.h>
#include <godot_cpp/classes/engine.hpp> #include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/multiplayer_api.hpp> #include <godot_cpp/classes/multiplayer_api.hpp>
@@ -26,10 +26,7 @@ void World::_ready() {
m_Players = find_child("Players"); m_Players = find_child("Players");
DEV_ASSERT(m_Players); DEV_ASSERT(m_Players);
auto* lobby = get_parent()->find_child("Lobby"); m_NetworkInterface = Object::cast_to<NetworkInterface>(get_parent()->find_child("Network"));
DEV_ASSERT(lobby);
m_NetworkInterface = Object::cast_to<NetworkInterface>(lobby->find_child("NetworkInterface"));
DEV_ASSERT(m_NetworkInterface); DEV_ASSERT(m_NetworkInterface);
m_NetworkInterface->RegisterHandler(protocol::PacketType::PlayerJoin, *this); m_NetworkInterface->RegisterHandler(protocol::PacketType::PlayerJoin, *this);

View File

@@ -1,8 +1,7 @@
#include <blitz/godot/NetworkInterface.h>
#include <client/FirstPersonPlayer.h> #include <client/FirstPersonPlayer.h>
#include <client/Lobby.h>
#include <client/Main.h> #include <client/Main.h>
#include <client/MainMenu.h> #include <client/MainMenu.h>
#include <client/NetworkInterface.h>
#include <client/Player.h> #include <client/Player.h>
#include <client/Server.h> #include <client/Server.h>
#include <client/World.h> #include <client/World.h>
@@ -17,7 +16,6 @@ static void RegisterClasses() {
GDREGISTER_CLASS(blitz::Player); GDREGISTER_CLASS(blitz::Player);
GDREGISTER_CLASS(blitz::FirstPersonPlayer); GDREGISTER_CLASS(blitz::FirstPersonPlayer);
GDREGISTER_CLASS(blitz::MainMenu); GDREGISTER_CLASS(blitz::MainMenu);
GDREGISTER_CLASS(blitz::Lobby);
GDREGISTER_CLASS(blitz::World); GDREGISTER_CLASS(blitz::World);
GDREGISTER_CLASS(blitz::Main); GDREGISTER_CLASS(blitz::Main);
GDREGISTER_CLASS(blitz::NetworkInterface); GDREGISTER_CLASS(blitz::NetworkInterface);