generated from Persson-dev/Godot-Xmake
110 lines
3.6 KiB
C++
110 lines
3.6 KiB
C++
#include <blitz/godot/World.h>
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#include <blitz/godot/NetworkInterface.h>
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#include <client/FirstPersonPlayer.h>
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#include <client/Player.h>
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#include <godot_cpp/classes/engine.hpp>
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#include <godot_cpp/classes/multiplayer_api.hpp>
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#include <godot_cpp/classes/packed_scene.hpp>
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#include <godot_cpp/classes/resource_loader.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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using namespace godot;
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namespace blitz {
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static const char FirstPersonPlayerScenePath[] = "res://Scenes/Characters/first_person_player.tscn";
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static const char PlayerScenePath[] = "res://Scenes/Characters/player.tscn";
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void World::_bind_methods() {}
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void World::_ready() {
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if (Engine::get_singleton()->is_editor_hint())
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return;
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m_Players = find_child("Players");
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DEV_ASSERT(m_Players);
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m_NetworkInterface = Object::cast_to<NetworkInterface>(get_parent()->find_child("Network"));
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DEV_ASSERT(m_NetworkInterface);
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m_NetworkInterface->RegisterHandler(protocol::PacketType::PlayerJoin, *this);
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m_NetworkInterface->RegisterHandler(protocol::PacketType::PlayerLeave, *this);
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m_NetworkInterface->RegisterHandler(protocol::PacketType::PlayerPositionAndRotation, *this);
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}
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World::World() {}
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World::~World() {
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if (Engine::get_singleton()->is_editor_hint())
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return;
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m_NetworkInterface->UnregisterHandler(*this);
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}
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Player* World::GetPlayerById(PlayerID a_PlayerId) {
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String stringId = UtilityFunctions::var_to_str(a_PlayerId);
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for (int i = 0; i < m_Players->get_child_count(); i++) {
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Node* player = m_Players->get_child(i);
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if (player->get_name() == stringId) {
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return Object::cast_to<Player>(player);
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}
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}
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return nullptr;
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}
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void World::HandlePacket(const protocol::packets::PlayerJoin& a_PlayerJoin) {
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const protocol::PlayerInfo& playerInfo = a_PlayerJoin.m_Data.m_Player;
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AddPlayer(playerInfo.m_PlayerId, playerInfo.m_PlayerName);
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}
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void World::HandlePacket(const protocol::packets::PlayerLeave& a_PlayerLeave) {
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RemovePlayer(a_PlayerLeave.m_Data.m_PlayerId);
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}
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void World::HandlePacket(const protocol::packets::PlayerPositionAndRotation& a_PlayerPos) {
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const auto& data = a_PlayerPos.m_Data;
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if (data.m_Player == get_multiplayer()->get_unique_id() || data.m_Player != a_PlayerPos.m_Sender)
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return;
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SetPlayerPositionAndRotation(data.m_Player, data.m_Position, data.m_Rotation, data.m_Velocity);
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}
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void World::AddPlayer(PlayerID a_PlayerId, String a_PlayerName) {
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UtilityFunctions::print("New Player with id : ", a_PlayerId, " and name ", a_PlayerName);
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if (a_PlayerId == get_multiplayer()->get_unique_id()) {
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Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(FirstPersonPlayerScenePath);
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FirstPersonPlayer* player = Object::cast_to<FirstPersonPlayer>(serverScene->instantiate());
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player->set_name(UtilityFunctions::var_to_str(a_PlayerId));
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player->m_PeerId = a_PlayerId;
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m_Players->add_child(player);
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} else {
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Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(PlayerScenePath);
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Player* player = Object::cast_to<Player>(serverScene->instantiate());
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player->set_name(UtilityFunctions::var_to_str(a_PlayerId));
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player->m_PeerId = a_PlayerId;
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m_Players->add_child(player);
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}
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}
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void World::RemovePlayer(PlayerID a_PlayerId) {
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UtilityFunctions::print("Removing Player with id : ", a_PlayerId);
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Player* player = GetPlayerById(a_PlayerId);
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if (player) {
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player->queue_free();
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}
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}
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void World::SetPlayerPositionAndRotation(
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PlayerID a_PlayerId, const Vector3& a_Position, const Vector3& a_Rotation, const godot::Vector3& a_Velocity) {
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Player* player = GetPlayerById(a_PlayerId);
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if (player) {
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player->set_position(a_Position);
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player->SetCameraRotation(a_Rotation);
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player->set_velocity(a_Velocity);
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}
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}
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} // namespace blitz
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