i guess it's working

This commit is contained in:
2024-08-17 17:18:13 +02:00
parent 53dbafff55
commit bfdaf154db
20 changed files with 338 additions and 68 deletions

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@@ -3274,25 +3274,25 @@ nodes/output/position = Vector2(860, 160)
node_connections = [&"ground_air_transition", 0, &"iwr_blend", &"ground_air_transition", 1, &"Air", &"iwr_blend", 0, &"Idle", &"iwr_blend", 1, &"Walk", &"iwr_blend", 2, &"Run", &"output", 0, &"ground_air_transition"] node_connections = [&"ground_air_transition", 0, &"iwr_blend", &"ground_air_transition", 1, &"Air", &"iwr_blend", 0, &"Idle", &"iwr_blend", 1, &"Walk", &"iwr_blend", 2, &"Run", &"output", 0, &"ground_air_transition"]
[node name="FirstPersonPlayer" type="FirstPersonPlayer"] [node name="FirstPersonPlayer" type="FirstPersonPlayer"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
[node name="MeshInstance3D" type="MeshInstance3D" parent="."] [node name="MeshInstance3D" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
visible = false visible = false
layers = 2 layers = 2
mesh = SubResource("CapsuleMesh_ky6st") mesh = SubResource("CapsuleMesh_ky6st")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."] [node name="CollisionShape3D" type="CollisionShape3D" parent="."]
visible = false transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("ConvexPolygonShape3D_qjfxs") shape = SubResource("ConvexPolygonShape3D_qjfxs")
[node name="Head" type="Node3D" parent="."] [node name="Head" type="Node3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.578545, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.579, 0)
[node name="Camera" type="Camera3D" parent="Head"] [node name="Camera" type="Camera3D" parent="Head"]
cull_mask = 1048573 cull_mask = 1048573
[node name="Mesh" type="Node3D" parent="."] [node name="Mesh" type="Node3D" parent="."]
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, -1, 0) transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, 0)
[node name="Armature" type="Node3D" parent="Mesh"] [node name="Armature" type="Node3D" parent="Mesh"]
transform = Transform3D(0.01, 0, 0, 0, -3.57628e-09, -0.01, 0, 0.01, -3.57628e-09, 0, 0, 0) transform = Transform3D(0.01, 0, 0, 0, -3.57628e-09, -0.01, 0, 0.01, -3.57628e-09, 0, 0, 0)

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@@ -3276,7 +3276,6 @@ node_connections = [&"ground_air_transition", 0, &"iwr_blend", &"ground_air_tran
velocity = Vector3(0, -5821.84, 0) velocity = Vector3(0, -5821.84, 0)
[node name="Mesh" type="Node3D" parent="."] [node name="Mesh" type="Node3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.0730165, 0)
[node name="Armature" type="Node3D" parent="Mesh"] [node name="Armature" type="Node3D" parent="Mesh"]
transform = Transform3D(0.01, 0, 0, 0, -3.57628e-09, -0.01, 0, 0.01, -3.57628e-09, 0, 0, 0) transform = Transform3D(0.01, 0, 0, 0, -3.57628e-09, -0.01, 0, 0.01, -3.57628e-09, 0, 0, 0)

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@@ -1,10 +1,9 @@
[gd_scene load_steps=18 format=3 uid="uid://coue2qehpn4fr"] [gd_scene load_steps=17 format=3 uid="uid://coue2qehpn4fr"]
[ext_resource type="Texture2D" path="res://Assets/Textures/Sky.png" id="1_mnexj"] [ext_resource type="Texture2D" path="res://Assets/Textures/Sky.png" id="1_mnexj"]
[ext_resource type="Texture2D" path="res://Assets/Textures/Black.png" id="2_fkwcn"] [ext_resource type="Texture2D" path="res://Assets/Textures/Black.png" id="2_fkwcn"]
[ext_resource type="Texture2D" path="res://Assets/Textures/Orange.png" id="3_ux02w"] [ext_resource type="Texture2D" path="res://Assets/Textures/Orange.png" id="3_ux02w"]
[ext_resource type="Texture2D" path="res://Assets/Textures/Green.png" id="4_wp15n"] [ext_resource type="Texture2D" path="res://Assets/Textures/Green.png" id="4_wp15n"]
[ext_resource type="PackedScene" path="res://Scenes/Characters/first_person_player.tscn" id="5_8ctht"]
[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_6c4vd"] [sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_6c4vd"]
panorama = ExtResource("1_mnexj") panorama = ExtResource("1_mnexj")
@@ -87,4 +86,4 @@ surface_material_override/0 = SubResource("StandardMaterial3D_pfpgv")
[node name="CollisionShape3D" type="CollisionShape3D" parent="Slope/StaticBody3D"] [node name="CollisionShape3D" type="CollisionShape3D" parent="Slope/StaticBody3D"]
shape = SubResource("ConcavePolygonShape3D_rit6o") shape = SubResource("ConcavePolygonShape3D_rit6o")
[node name="FirstPersonPlayer" parent="." instance=ExtResource("5_8ctht")] [node name="Players" type="Node" parent="."]

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

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@@ -0,0 +1,3 @@
[gd_scene format=3 uid="uid://us5sb4a0kq8d"]
[node name="Server" type="Server"]

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@@ -1,5 +1,6 @@
#include "FirstPersonPlayer.h" #include "FirstPersonPlayer.h"
#include <godot_cpp/classes/camera3d.hpp>
#include <godot_cpp/classes/engine.hpp> #include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/input.hpp> #include <godot_cpp/classes/input.hpp>
#include <godot_cpp/classes/input_event_mouse_motion.hpp> #include <godot_cpp/classes/input_event_mouse_motion.hpp>
@@ -104,7 +105,7 @@ void FirstPersonPlayer::UpdateBobbing(float a_Delta) {
void FirstPersonPlayer::UpdateCamera(const InputEventMouseMotion& a_Event) { void FirstPersonPlayer::UpdateCamera(const InputEventMouseMotion& a_Event) {
m_Head->rotate_y(-a_Event.get_relative().x * SENSITIVITY); m_Head->rotate_y(-a_Event.get_relative().x * SENSITIVITY);
m_Mesh->rotate_y(-a_Event.get_relative().x * 0.005); m_Mesh->rotate_y(-a_Event.get_relative().x * SENSITIVITY);
m_Camera->rotate_x(-a_Event.get_relative().y * SENSITIVITY); m_Camera->rotate_x(-a_Event.get_relative().y * SENSITIVITY);
float rotationX = m_Camera->get_rotation().x; float rotationX = m_Camera->get_rotation().x;

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@@ -1,14 +1,11 @@
#pragma once #pragma once
#include <godot_cpp/classes/animation_tree.hpp> #include "Player.h"
#include <godot_cpp/classes/camera3d.hpp>
#include <godot_cpp/classes/character_body3d.hpp>
#include <godot_cpp/classes/input_event_mouse_motion.hpp> #include <godot_cpp/classes/input_event_mouse_motion.hpp>
#include <godot_cpp/classes/node3d.hpp>
namespace blitz { namespace blitz {
class FirstPersonPlayer : public godot::CharacterBody3D { class FirstPersonPlayer : public Player {
GDCLASS(FirstPersonPlayer, godot::CharacterBody3D) GDCLASS(FirstPersonPlayer, godot::CharacterBody3D)
protected: protected:
static void _bind_methods(); static void _bind_methods();
@@ -20,13 +17,11 @@ class FirstPersonPlayer : public godot::CharacterBody3D {
// Godot overrides // Godot overrides
void _unhandled_input(const godot::Ref<godot::InputEvent>&); void _unhandled_input(const godot::Ref<godot::InputEvent>&);
void _physics_process(float delta); void _physics_process(float delta);
void _ready(); void _ready() override;
private: private:
godot::AnimationTree* m_AnimationTree;
godot::Camera3D* m_Camera; godot::Camera3D* m_Camera;
godot::Node3D* m_Head; godot::Node3D* m_Head;
godot::Node3D* m_Mesh;
float m_BobTime; float m_BobTime;
float m_Speed; float m_Speed;

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@@ -2,15 +2,21 @@
#include <godot_cpp/classes/e_net_multiplayer_peer.hpp> #include <godot_cpp/classes/e_net_multiplayer_peer.hpp>
#include <godot_cpp/classes/multiplayer_api.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; using namespace godot;
static const char ServerScenePath[] = "res://Scenes/Network/server.tscn";
namespace blitz { namespace blitz {
void Lobby::_bind_methods() { void Lobby::_bind_methods() {
godot::ClassDB::bind_method(godot::D_METHOD("create_game", "port", "dedicated"), &Lobby::CreateGame); 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); godot::ClassDB::bind_method(godot::D_METHOD("join_game", "address", "port"), &Lobby::JoinGame);
ADD_SIGNAL(MethodInfo("player_connected", PropertyInfo(Variant::INT, "peer_id"), PropertyInfo(Variant::STRING, "player_name"))); ADD_SIGNAL(MethodInfo("player_connected", PropertyInfo(Variant::INT, "peer_id")));
ADD_SIGNAL(MethodInfo("player_disconnected", PropertyInfo(Variant::INT, "peer_id"))); ADD_SIGNAL(MethodInfo("player_disconnected", PropertyInfo(Variant::INT, "peer_id")));
ADD_SIGNAL(MethodInfo("server_disconnected")); ADD_SIGNAL(MethodInfo("server_disconnected"));
ADD_SIGNAL(MethodInfo("local_player_connected")); ADD_SIGNAL(MethodInfo("local_player_connected"));
@@ -46,11 +52,12 @@ Error Lobby::CreateGame(uint16_t a_Port, bool a_Dedicated) {
get_multiplayer()->set_multiplayer_peer(peer); get_multiplayer()->set_multiplayer_peer(peer);
Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(ServerScenePath);
add_child(serverScene->instantiate());
if (!a_Dedicated) { if (!a_Dedicated) {
emit_signal("local_player_connected"); emit_signal("local_player_connected");
String playerName = "Imtheadmin"; emit_signal("player_connected", get_multiplayer()->get_unique_id());
m_Players.insert({get_multiplayer()->get_unique_id(), {playerName}});
emit_signal("player_connected", get_multiplayer()->get_unique_id(), playerName);
} }
return Error::OK; return Error::OK;
@@ -58,29 +65,25 @@ Error Lobby::CreateGame(uint16_t a_Port, bool a_Dedicated) {
void Lobby::Shutdown() { void Lobby::Shutdown() {
get_multiplayer()->set_multiplayer_peer(nullptr); get_multiplayer()->set_multiplayer_peer(nullptr);
m_Players.clear(); if (auto* server = find_child("Server")) {
} remove_child(server);
void Lobby::OnPlayerConnected(int32_t a_PeerId) {
emit_signal("player_connected", a_PeerId, "anonymous");
if (get_multiplayer()->is_server()) {
// TODO: broadcast player join
} }
} }
void Lobby::OnPlayerDisconnected(int32_t a_PeerId) { void Lobby::OnPlayerConnected(int64_t a_PeerId) {
m_Players.erase(a_PeerId);
emit_signal("player_disconnected", a_PeerId);
if (get_multiplayer()->is_server()) { if (get_multiplayer()->is_server()) {
// TODO: broadcast player leave emit_signal("player_connected", a_PeerId);
}
}
void Lobby::OnPlayerDisconnected(int64_t a_PeerId) {
if (get_multiplayer()->is_server()) {
emit_signal("player_disconnected", a_PeerId);
} }
} }
void Lobby::OnConnectOk() { void Lobby::OnConnectOk() {
int32_t peerId = get_multiplayer()->get_unique_id(); int32_t peerId = get_multiplayer()->get_unique_id();
PlayerInfo localPlayer{"MonPseudo"};
m_Players.insert({peerId, localPlayer});
emit_signal("player_connected", peerId, localPlayer.m_Name);
emit_signal("local_player_connected"); emit_signal("local_player_connected");
} }

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@@ -1,8 +1,7 @@
#pragma once #pragma once
#include "PlayerInfo.h"
#include <godot_cpp/classes/node.hpp> #include <godot_cpp/classes/node.hpp>
#include <map> #include "NetworkInterface.h"
namespace blitz { namespace blitz {
@@ -23,10 +22,8 @@ class Lobby : public godot::Node {
void Shutdown(); void Shutdown();
private: private:
std::map<int32_t, PlayerInfo> m_Players; void OnPlayerConnected(int64_t a_PeerId);
void OnPlayerDisconnected(int64_t a_PeerId);
void OnPlayerConnected(int32_t a_PeerId);
void OnPlayerDisconnected(int32_t a_PeerId);
void OnConnectOk(); void OnConnectOk();
void OnConnectFail(); void OnConnectFail();
void OnServerDisconnected(); void OnServerDisconnected();

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@@ -1,10 +1,10 @@
#include "Main.h" #include "Main.h"
#include <godot_cpp/classes/scene_tree.hpp> #include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/window.hpp>
#include <godot_cpp/classes/packed_scene.hpp> #include <godot_cpp/classes/packed_scene.hpp>
#include <godot_cpp/classes/resource_loader.hpp> #include <godot_cpp/classes/resource_loader.hpp>
#include <godot_cpp/classes/engine.hpp> #include <godot_cpp/classes/scene_tree.hpp>
#include <godot_cpp/classes/window.hpp>
#include <godot_cpp/variant/utility_functions.hpp> #include <godot_cpp/variant/utility_functions.hpp>
#include "Lobby.h" #include "Lobby.h"
@@ -27,14 +27,7 @@ Main::~Main() {}
void Main::ChangeScene() { void Main::ChangeScene() {
Ref<PackedScene> sceneData = ResourceLoader::get_singleton()->load(MainScenePath); Ref<PackedScene> sceneData = ResourceLoader::get_singleton()->load(MainScenePath);
World* world = Object::cast_to<World>(sceneData->instantiate()); World* world = Object::cast_to<World>(sceneData->instantiate());
get_parent()->add_child(world); add_child(world);
Lobby* lobby = Object::cast_to<Lobby>(find_child("Lobby"));
DEV_ASSERT(lobby);
// connect signals
lobby->connect("player_connected", callable_mp(world, &World::AddPlayer));
lobby->connect("player_disconnected", callable_mp(world, &World::RemovePlayer));
} }
} // namespace blitz } // namespace blitz

57
src/NetworkInterface.cpp Normal file
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@@ -0,0 +1,57 @@
#include "NetworkInterface.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("AddPlayer", "a_PlayerId", "a_PlayerName"), &NetworkInterface::AddPlayer);
ClassDB::bind_method(D_METHOD("RemovePlayer", "a_PlayerId"), &NetworkInterface::RemovePlayer);
ClassDB::bind_method(D_METHOD("SetPlayerPositionAndRotation", "a_PlayerId", "a_Position", "a_Rotation"),
&NetworkInterface::SetPlayerPositionAndRotation);
ADD_SIGNAL(MethodInfo("AddPlayer", PropertyInfo(Variant::INT, "a_PlayerId"), PropertyInfo(Variant::STRING, "a_PlayerName")));
ADD_SIGNAL(MethodInfo("RemovePlayer", PropertyInfo(Variant::INT, "a_PlayerId")));
ADD_SIGNAL(MethodInfo("SetPlayerPositionAndRotation", PropertyInfo(Variant::INT, "a_PlayerId"),
PropertyInfo(Variant::VECTOR3, "a_Position"), PropertyInfo(Variant::VECTOR3, "a_Rotation")));
}
NetworkInterface::NetworkInterface() {}
NetworkInterface::~NetworkInterface() {}
void NetworkInterface::AddPlayer(int64_t a_PlayerId, godot::String a_PlayerName) {
emit_signal("AddPlayer", a_PlayerId, a_PlayerName);
}
void NetworkInterface::RemovePlayer(int64_t a_PlayerId) {
emit_signal("RemovePlayer", a_PlayerId);
}
void NetworkInterface::SetPlayerPositionAndRotation(int64_t a_PlayerId, Vector3 a_Position, Vector3 a_Rotation) {
emit_signal("SetPlayerPositionAndRotation", a_PlayerId, a_Position, a_Rotation);
}
void NetworkInterface::_ready() {
Dictionary config;
config["rpc_mode"] = MultiplayerAPI::RPC_MODE_AUTHORITY;
config["transfer_mode"] = MultiplayerPeer::TRANSFER_MODE_RELIABLE;
config["call_local"] = true;
config["channel"] = 0;
rpc_config("AddPlayer", config);
rpc_config("RemovePlayer", config);
Dictionary config2;
config["transfer_mode"] = MultiplayerPeer::TRANSFER_MODE_RELIABLE;
config["channel"] = 0;
config2["rpc_mode"] = MultiplayerAPI::RPC_MODE_ANY_PEER;
config2["call_local"] = false;
rpc_config("SetPlayerPositionAndRotation", config2);
}
} // namespace blitz

22
src/NetworkInterface.h Normal file
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@@ -0,0 +1,22 @@
#pragma once
#include <godot_cpp/classes/node.hpp>
namespace blitz {
class NetworkInterface : public godot::Node {
GDCLASS(NetworkInterface, godot::Node)
protected:
static void _bind_methods();
public:
NetworkInterface();
~NetworkInterface();
void AddPlayer(int64_t a_PlayerId, godot::String a_PlayerName);
void RemovePlayer(int64_t a_PlayerId);
void SetPlayerPositionAndRotation(int64_t a_PlayerId, godot::Vector3 a_Position, godot::Vector3 a_Rotation);
void _ready() override;
};
} // namespace blitz

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@@ -16,16 +16,19 @@ static const float AnimationBlend = 7.0;
namespace blitz { namespace blitz {
using namespace godot;
void Player::_bind_methods() {} void Player::_bind_methods() {}
Player::Player() {} Player::Player() {}
Player::~Player() {} Player::~Player() {}
void Player::_ready() { void Player::_ready() {
godot::InputMap::get_singleton()->load_from_project_settings(); godot::InputMap::get_singleton()->load_from_project_settings();
m_PlayerMesh = Object::cast_to<godot::Node3D>(find_child("Mesh")); m_Mesh = Object::cast_to<godot::Node3D>(find_child("Mesh"));
m_AnimationTree = Object::cast_to<godot::AnimationTree>(find_child("AnimationTree")); m_AnimationTree = Object::cast_to<godot::AnimationTree>(find_child("AnimationTree"));
DEV_ASSERT(m_PlayerMesh); DEV_ASSERT(m_Mesh);
DEV_ASSERT(m_AnimationTree); DEV_ASSERT(m_AnimationTree);
apply_floor_snap(); apply_floor_snap();
@@ -36,9 +39,6 @@ void Player::_physics_process(float delta) {
if (godot::Engine::get_singleton()->is_editor_hint()) if (godot::Engine::get_singleton()->is_editor_hint())
return; return;
apply_floor_snap();
move_and_slide();
animate(delta); animate(delta);
} }
@@ -65,4 +65,13 @@ void Player::animate(float delta) {
m_AnimationTree->set("parameters/ground_air_transition/transition_request", "air"); m_AnimationTree->set("parameters/ground_air_transition/transition_request", "air");
} }
} }
Vector3 Player::GetCameraRotation() const {
return m_Mesh->get_rotation();
}
void Player::SetCameraRotation(const Vector3& a_Rotation) {
m_Mesh->set_rotation(a_Rotation);
}
} // namespace blitz } // namespace blitz

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@@ -5,6 +5,9 @@
#include <godot_cpp/classes/node3d.hpp> #include <godot_cpp/classes/node3d.hpp>
namespace blitz { namespace blitz {
class World;
class Player : public godot::CharacterBody3D { class Player : public godot::CharacterBody3D {
GDCLASS(Player, godot::CharacterBody3D); GDCLASS(Player, godot::CharacterBody3D);
@@ -20,11 +23,21 @@ class Player : public godot::CharacterBody3D {
void _physics_process(float delta); void _physics_process(float delta);
void animate(float delta); void animate(float delta);
private: godot::Vector3 GetCameraRotation() const;
godot::Node3D* m_PlayerMesh; void SetCameraRotation(const godot::Vector3& a_Rotation);
uint64_t GetId() const {
return m_PeerId;
}
protected:
godot::Node3D* m_Mesh;
godot::AnimationTree* m_AnimationTree; godot::AnimationTree* m_AnimationTree;
godot::Vector3 m_SnapVector; godot::Vector3 m_SnapVector;
float m_Speed; float m_Speed;
uint64_t m_PeerId;
friend class World;
}; };
} // namespace blitz } // namespace blitz

44
src/Server.cpp Normal file
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@@ -0,0 +1,44 @@
#include "Server.h"
#include "Lobby.h"
#include "NetworkInterface.h"
#include <godot_cpp/classes/engine.hpp>
using namespace godot;
namespace blitz {
void Server::_bind_methods() {}
Server::Server() {}
Server::~Server() {}
void Server::_ready() {
if (Engine::get_singleton()->is_editor_hint())
return;
m_Lobby = Object::cast_to<Lobby>(get_parent());
DEV_ASSERT(m_Lobby);
m_NetworkInterface = Object::cast_to<NetworkInterface>(m_Lobby->find_child("NetworkInterface"));
DEV_ASSERT(m_NetworkInterface);
m_Lobby->connect("player_connected", callable_mp(this, &Server::OnPlayerConnect));
m_Lobby->connect("player_disconnected", callable_mp(this, &Server::OnPlayerDisconnect));
}
void Server::OnPlayerConnect(uint64_t a_PeerId) {
for (int i = 0; i < m_Peers.size(); i++) {
m_NetworkInterface->rpc_id(a_PeerId, "AddPlayer", m_Peers[i], "Aucuneidee");
}
m_Peers.push_back(a_PeerId);
m_NetworkInterface->rpc("AddPlayer", a_PeerId, "Aucuneidee");
}
void Server::OnPlayerDisconnect(uint64_t a_PeerId) {
m_Peers.erase(a_PeerId);
m_NetworkInterface->rpc("RemovePlayer", a_PeerId);
}
} // namespace blitz

31
src/Server.h Normal file
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@@ -0,0 +1,31 @@
#pragma once
#include <godot_cpp/classes/node.hpp>
namespace blitz {
class Lobby;
class NetworkInterface;
class Server : public godot::Node {
GDCLASS(Server, godot::Node)
protected:
static void _bind_methods();
public:
Server();
~Server();
void _ready() override;
void OnPlayerConnect(uint64_t a_PeerId);
void OnPlayerDisconnect(uint64_t a_PeerId);
private:
Lobby* m_Lobby;
NetworkInterface* m_NetworkInterface;
godot::TypedArray<uint64_t> m_Peers;
};
} // namespace blitz

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@@ -1,28 +1,112 @@
#include "World.h" #include "World.h"
#include "FirstPersonPlayer.h"
#include "NetworkInterface.h"
#include "Player.h"
#include <godot_cpp/classes/engine.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> #include <godot_cpp/variant/utility_functions.hpp>
using namespace godot; using namespace godot;
namespace blitz { namespace blitz {
void World::_bind_methods() { static const char FirstPersonPlayerScenePath[] = "res://Scenes/Characters/first_person_player.tscn";
ClassDB::bind_method(D_METHOD("add_player", "id", "name"), &World::AddPlayer); static const char PlayerScenePath[] = "res://Scenes/Characters/player.tscn";
ClassDB::bind_method(D_METHOD("remove_player", "id"), &World::RemovePlayer);
void World::_bind_methods() {}
void World::_ready() {
if (Engine::get_singleton()->is_editor_hint())
return;
m_Players = find_child("Players");
DEV_ASSERT(m_Players);
auto* lobby = get_parent()->find_child("Lobby");
DEV_ASSERT(lobby);
m_NetworkInterface = Object::cast_to<NetworkInterface>(lobby->find_child("NetworkInterface"));
DEV_ASSERT(m_NetworkInterface);
m_NetworkInterface->connect("AddPlayer", callable_mp(this, &World::AddPlayer));
m_NetworkInterface->connect("RemovePlayer", callable_mp(this, &World::RemovePlayer));
m_NetworkInterface->connect("SetPlayerPositionAndRotation", callable_mp(this, &World::SetPlayerPositionAndRotation));
} }
World::World() {} World::World() {}
World::~World() {} World::~World() {}
void World::_process(float delta) { void World::_process(float delta) {
// do update here #if DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint())
return;
#endif
if (get_multiplayer()->is_server()) {
for (int i = 0; i < m_Players->get_child_count(); i++) {
Player* player = Object::cast_to<Player>(m_Players->get_child(i));
DEV_ASSERT(player);
m_NetworkInterface->rpc(
"SetPlayerPositionAndRotation", player->m_PeerId, player->get_position(), player->GetCameraRotation());
}
} else {
Player* player = GetPlayerById(get_multiplayer()->get_unique_id());
if (player)
m_NetworkInterface->rpc("SetPlayerPositionAndRotation", get_multiplayer()->get_unique_id(), player->get_position(),
player->GetCameraRotation());
}
}
Player* World::GetPlayerById(uint64_t a_PlayerId) {
String stringId = UtilityFunctions::var_to_str(a_PlayerId);
for (int i = 0; i < m_Players->get_child_count(); i++) {
Node* player = m_Players->get_child(i);
if (player->get_name() == stringId) {
return Object::cast_to<Player>(player);
}
}
return nullptr;
} }
void World::AddPlayer(int32_t a_PlayerId, String a_PlayerName) { void World::AddPlayer(int32_t a_PlayerId, String a_PlayerName) {
UtilityFunctions::print_rich("New player joined ! Id : ", a_PlayerId, ", Name : ", a_PlayerName); UtilityFunctions::print("New Player with id : ", a_PlayerId);
if (a_PlayerId == get_multiplayer()->get_unique_id()) {
Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(FirstPersonPlayerScenePath);
FirstPersonPlayer* player = Object::cast_to<FirstPersonPlayer>(serverScene->instantiate());
player->set_name(UtilityFunctions::var_to_str(a_PlayerId));
player->m_PeerId = a_PlayerId;
m_Players->add_child(player);
} else {
Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(PlayerScenePath);
Player* player = Object::cast_to<Player>(serverScene->instantiate());
player->set_name(UtilityFunctions::var_to_str(a_PlayerId));
player->m_PeerId = a_PlayerId;
m_Players->add_child(player);
}
} }
void World::RemovePlayer(int32_t a_PlayerId) {} void World::RemovePlayer(int32_t a_PlayerId) {
UtilityFunctions::print("Removing Player with id : ", a_PlayerId);
Player* player = GetPlayerById(a_PlayerId);
if (player) {
player->queue_free();
}
}
void World::SetPlayerPositionAndRotation(int64_t a_PlayerId, Vector3 a_Position, Vector3 a_Rotation) {
if (a_PlayerId == get_multiplayer()->get_unique_id())
return;
Player* player = GetPlayerById(a_PlayerId);
if (player) {
player->set_position(a_Position);
player->SetCameraRotation(a_Rotation);
}
}
} // namespace blitz } // namespace blitz

View File

@@ -3,6 +3,10 @@
#include <godot_cpp/classes/node3d.hpp> #include <godot_cpp/classes/node3d.hpp>
namespace blitz { namespace blitz {
class Player;
class NetworkInterface;
class World : public godot::Node3D { class World : public godot::Node3D {
GDCLASS(World, godot::Node3D) GDCLASS(World, godot::Node3D)
protected: protected:
@@ -14,7 +18,17 @@ class World : public godot::Node3D {
void _process(float delta); void _process(float delta);
void _ready() override;
Player* GetPlayerById(uint64_t a_PlayerId);
void AddPlayer(int32_t a_PlayerId, godot::String a_PlayerName); void AddPlayer(int32_t a_PlayerId, godot::String a_PlayerName);
void RemovePlayer(int32_t a_PlayerId); void RemovePlayer(int32_t a_PlayerId);
void SetPlayerPositionAndRotation(int64_t a_PlayerId, godot::Vector3 a_Position, godot::Vector3 a_Rotation);
private:
NetworkInterface* m_NetworkInterface;
godot::Node* m_Players;
float m_PassedTime;
}; };
} // namespace blitz } // namespace blitz

View File

@@ -4,7 +4,9 @@
#include "Lobby.h" #include "Lobby.h"
#include "Main.h" #include "Main.h"
#include "MainMenu.h" #include "MainMenu.h"
#include "NetworkInterface.h"
#include "Player.h" #include "Player.h"
#include "Server.h"
#include "SpringArmPivot.h" #include "SpringArmPivot.h"
#include "World.h" #include "World.h"
@@ -22,6 +24,8 @@ static void RegisterClasses() {
ClassDB::register_class<blitz::Lobby>(); ClassDB::register_class<blitz::Lobby>();
ClassDB::register_class<blitz::World>(); ClassDB::register_class<blitz::World>();
ClassDB::register_class<blitz::Main>(); ClassDB::register_class<blitz::Main>();
ClassDB::register_class<blitz::NetworkInterface>();
ClassDB::register_class<blitz::Server>();
} }
void initialize_example_module(ModuleInitializationLevel p_level) { void initialize_example_module(ModuleInitializationLevel p_level) {