M2.4: the server decides online (characters, inventory, stats, death, owned graves, per-player saves); death screen with Respawn after 3 s

This commit is contained in:
Paul Bailey
2026-11-04 19:18:31 +00:00
parent 8e8f10eb96
commit 35a656e996
16 changed files with 1124 additions and 477 deletions

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@@ -1,20 +1,46 @@
extends "res://scripts/building/piece.gd"
## Grave: left where you died, holding everything you carried. Open it with E
## to take your things back; it crumbles once empty.
##
## On a server it has an owner (whoever died), and only they can open it
## (player_net.gd asks use_block_reason). Server rules for friends come in M2.6.
var inventory := Inventory.new(40)
var owner_id := ""
var owner_name := ""
func _build() -> void:
inventory.changed.connect(_on_changed)
func _mine() -> bool:
return owner_id.is_empty() or Net.state != "connected" or owner_id == Net.get_identity().player_id
func display_name() -> String:
return "Your grave"
return "Your grave" if _mine() else "%s's grave" % owner_name
func interact_prompt(_player: Node) -> String:
if not _mine():
return "%s's grave" % owner_name
return "Your grave [E] Recover belongings"
func interact(player: Node) -> void:
player.open_inventory(self)
if _mine():
player.open_inventory(self)
else:
Actions.notify.emit("That's %s's grave" % owner_name)
## Server: why player `id` can't take from it ("" = they can).
func use_block_reason(id: String) -> String:
if owner_id.is_empty() or owner_id == id:
return ""
return "That's %s's grave" % owner_name
func save_extra() -> Dictionary:
return {"owner_id": owner_id, "owner_name": owner_name} if not owner_id.is_empty() else {}
func load_extra(d: Dictionary) -> void:
owner_id = String(d.get("owner_id", ""))
owner_name = String(d.get("owner_name", ""))
func _on_changed() -> void:
if WorldNet.world != null:

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@@ -54,11 +54,23 @@ func _give(player: Node, id: String, n: int) -> int:
return got
## Playing on a server: changes to the island go to it (world_net.gd), and
## come back to everyone, us included. Our own inventory and stats stay here
## until M2.4.
## come back to everyone, us included.
func _online() -> bool:
return WorldNet.is_client()
## Online, the server decides (player_net.gd): every intent is sent there as
## a request, and the server runs this same function on our character there.
## Offline nothing changes: the game decides.
func _ask(what: String, args: Array = []) -> bool:
PlayerNet.ask(what, args)
return true
const NOT_ONLINE := "Hunting and fishing aren't on servers yet (they come with the animals)"
func _not_online() -> bool:
notify.emit(NOT_ONLINE)
return false
func _in_reach(player: Node3D, target: Node3D, extra: float = 0.0) -> bool:
return player.global_position.distance_to(target.global_position) <= REACH + 2.5 + extra
@@ -83,6 +95,8 @@ func can_craft(player: Node, recipe_id: String) -> bool:
return inv.has_all(r.inputs) and station_near(player, r.station)
func craft(player: Node, recipe_id: String) -> bool:
if _online():
return _ask("craft", [recipe_id])
var r: Dictionary = ItemDB.recipes.get(recipe_id, {})
if r.is_empty():
return false
@@ -109,13 +123,9 @@ func craft(player: Node, recipe_id: String) -> bool:
func pickup(player: Node3D, pickup_node: Node3D) -> bool:
if not is_instance_valid(pickup_node) or not _in_reach(player, pickup_node):
return false
var id: String = pickup_node.item_id
if _online():
if player.inventory.space_for(id) < 1:
notify.emit("Inventory full")
return false
WorldNet.take(pickup_node) # first come, first served: the server decides
return true
return _ask("pickup", [WorldNet.pickup_key(pickup_node)]) # first come, first served
var id: String = pickup_node.item_id
if _give(player, id, pickup_node.amount) <= 0:
return false
pickup_node.collected()
@@ -125,6 +135,8 @@ func pickup(player: Node3D, pickup_node: Node3D) -> bool:
func harvest_hit(player: Node3D, node: Node3D, hit_point: Vector3) -> bool:
if not is_instance_valid(node) or node.depleted:
return false
if _online():
return _ask("hit", [String(node.uid), hit_point])
if player.global_position.distance_to(hit_point) > REACH + 1.0:
return false
var held: Dictionary = ItemDB.get_item(player.held_item_id())
@@ -135,9 +147,6 @@ func harvest_hit(player: Node3D, node: Node3D, hit_point: Vector3) -> bool:
if not player.survival.use_stamina(6.0):
notify.emit("Too tired")
return false
if _online():
WorldNet.hit(node, float(tool.get("damage", 1.0)), hit_point)
return true
var drops: Dictionary = node.hit(float(tool.get("damage", 1.0)), hit_point, player.global_position)
for id in drops:
_give(player, id, int(drops[id]))
@@ -152,6 +161,8 @@ func can_place(player: Node3D, slot: int) -> bool:
func place(player: Node3D, slot: int, xf: Transform3D, world: Node3D) -> bool:
if not can_place(player, slot):
return false
if _online():
return _ask("place", [slot, xf])
if player.global_position.distance_to(xf.origin) > 8.0:
return false
var id: String = player.inventory.get_slot(slot).id
@@ -160,9 +171,6 @@ func place(player: Node3D, slot: int, xf: Transform3D, world: Node3D) -> bool:
notify.emit("Can't place that here")
return false
player.inventory.take_from(slot, 1)
if _online():
WorldNet.place(id, xf) # (given back if the server says no)
return true
world.spawn_piece(def, xf)
return true
@@ -171,6 +179,8 @@ func place(player: Node3D, slot: int, xf: Transform3D, world: Node3D) -> bool:
func dismantle(player: Node3D, piece: Node3D) -> bool:
if not is_instance_valid(piece) or not piece.is_in_group("piece") or piece.is_queued_for_deletion():
return false
if _online():
return _ask("dismantle", [WorldNet.nid(piece)])
if player.global_position.distance_to(piece.global_position) > 8.0:
return false
if piece.item_id == "grave":
@@ -183,9 +193,6 @@ func dismantle(player: Node3D, piece: Node3D) -> bool:
if player.inventory.space_for(piece.item_id) < 1:
notify.emit("Inventory full")
return false
if _online():
WorldNet.dismantle(piece)
return true
_give(player, piece.item_id, 1)
piece.get_parent().get_parent().remove_piece(piece, player)
return true
@@ -194,8 +201,7 @@ func toggle_door(player: Node3D, door: Node3D) -> bool:
if not is_instance_valid(door) or not _in_reach(player, door, 1.0):
return false
if _online():
WorldNet.door(door)
return true
return _ask("door", [WorldNet.nid(door)])
door.set_open(not door.open)
return true
@@ -203,9 +209,16 @@ func toggle_door(player: Node3D, door: Node3D) -> bool:
func use_bed(player: Node3D, bed: Node3D) -> bool:
if not is_instance_valid(bed) or not _in_reach(player, bed, 1.0):
return false
if _online():
return _ask("bed", [WorldNet.nid(bed)])
var world: Node = bed.get_parent().get_parent()
if not bed.is_spawn():
world.set_bed_spawn(bed)
# On a server each player has their own bed (server_player.gd).
var mine: bool = player.claims_bed(bed) if player.has_method("claims_bed") else bed.is_spawn()
if not mine:
if player.has_method("claim_bed"):
player.claim_bed(bed)
else:
world.set_bed_spawn(bed)
notify.emit("Spawn point set")
return true
var why: String = world.sleep_block_reason(bed)
@@ -237,6 +250,8 @@ func melee_stats(player: Node) -> Dictionary:
## One melee blow at an animal.
func melee(player: Node3D, target: Node3D) -> bool:
if _online():
return _not_online()
if not is_instance_valid(target) or not target.is_in_group("creature"):
return false
var m := melee_stats(player)
@@ -264,6 +279,8 @@ func projectile_hit(shooter: Node3D, target: Node3D, damage: float, at: Vector3,
## Throws the spear in `slot` from `origin` along `dir`.
func throw_spear(player: Node3D, slot: int, origin: Vector3, dir: Vector3, world: Node3D) -> bool:
if _online():
return _not_online()
var s = player.inventory.get_slot(slot)
if s == null:
return false
@@ -281,6 +298,8 @@ func throw_spear(player: Node3D, slot: int, origin: Vector3, dir: Vector3, world
## Starts drawing the held bow: needs arrows and a little stamina.
func can_draw(player: Node3D) -> bool:
if _online():
return _not_online()
var bow: Dictionary = ItemDB.get_item(player.held_item_id()).get("bow", {})
if bow.is_empty():
return false
@@ -294,6 +313,8 @@ func can_draw(player: Node3D) -> bool:
## Looses an arrow. `power` 0..1 is how far the bow was drawn.
func shoot(player: Node3D, origin: Vector3, dir: Vector3, power: float, world: Node3D) -> bool:
if _online():
return _not_online()
var bow: Dictionary = ItemDB.get_item(player.held_item_id()).get("bow", {})
if bow.is_empty() or player.global_position.distance_to(origin) > 2.5:
return false
@@ -306,6 +327,8 @@ func shoot(player: Node3D, origin: Vector3, dir: Vector3, power: float, world: N
return true
func butcher(player: Node3D, carcass: Node3D) -> bool:
if _online():
return _not_online()
if not is_instance_valid(carcass) or not carcass.is_in_group("carcass") or not _in_reach(player, carcass, 1.0):
return false
var drops: Dictionary = carcass.butcher_drops()
@@ -322,6 +345,8 @@ func butcher(player: Node3D, carcass: Node3D) -> bool:
## Casts the held rod from `origin` along `dir`.
func cast_line(player: Node3D, origin: Vector3, dir: Vector3, world: Node3D) -> bool:
if _online():
return _not_online()
var rod: Dictionary = ItemDB.get_item(player.held_item_id()).get("fishing", {})
if rod.is_empty() or player.global_position.distance_to(origin) > 2.5:
return false
@@ -335,6 +360,8 @@ func cast_line(player: Node3D, origin: Vector3, dir: Vector3, world: Node3D) ->
## Reels in. With a fish biting you land it; otherwise the line just comes in.
func reel(player: Node3D, world: Node3D) -> bool:
if _online():
return _not_online()
var b: Node3D = world.bobber
if b == null or not is_instance_valid(b):
return false
@@ -351,6 +378,8 @@ func reel(player: Node3D, world: Node3D) -> bool:
## Puts on the cloak in `slot` (swapping out any cloak you were wearing).
func wear(player: Node3D, slot: int) -> bool:
if _online():
return _ask("wear", [slot])
var s = player.inventory.get_slot(slot)
if s == null or not ItemDB.get_item(s.id).has("wear"):
return false
@@ -366,6 +395,8 @@ func wear(player: Node3D, slot: int) -> bool:
func take_off(player: Node3D) -> bool:
if player.worn.is_empty():
return false
if _online():
return _ask("take_off")
if player.inventory.space_for(player.worn) < 1:
notify.emit("Inventory full")
return false
@@ -378,8 +409,7 @@ func forage(player: Node3D, bush: Node3D) -> bool:
if not is_instance_valid(bush) or not _in_reach(player, bush) or not bush.ripe():
return false
if _online():
WorldNet.forage(bush)
return true
return _ask("forage", [String(bush.uid)])
var got: Dictionary = bush.harvest()
for id in got:
_give(player, id, int(got[id]))
@@ -387,6 +417,8 @@ func forage(player: Node3D, bush: Node3D) -> bool:
## Eats one of the food in `slot`.
func eat(player: Node3D, slot: int) -> bool:
if _online():
return _ask("eat", [slot])
var s = player.inventory.get_slot(slot)
if s == null:
return false
@@ -406,16 +438,15 @@ func eat(player: Node3D, slot: int) -> bool:
func add_fuel(player: Node3D, fire: Node3D) -> bool:
if not is_instance_valid(fire) or not _in_reach(player, fire):
return false
if _online():
return _ask("fuel", [WorldNet.nid(fire)])
if fire.fuel >= fire.MAX_FUEL - 1.0:
notify.emit("The fire is fully stoked")
return false
for id in ["wood", "stick", "fiber"]:
if player.inventory.count(id) > 0:
player.inventory.remove(id, 1)
if _online():
WorldNet.fuel(fire, id)
else:
fire.add_fuel(float(ItemDB.get_item(id).get("fuel", 10)))
fire.add_fuel(float(ItemDB.get_item(id).get("fuel", 10)))
notify.emit("Added %s to the fire" % ItemDB.item_name(id).to_lower())
return true
notify.emit("Nothing to burn (wood or sticks)")
@@ -426,14 +457,8 @@ func add_fuel(player: Node3D, fire: Node3D) -> bool:
func transfer(player: Node3D, from: Inventory, slot: int, to: Inventory, container: Node3D = null) -> void:
if container != null and not _in_reach(player, container, 1.0):
return
if _online() and container != null:
var s = from.get_slot(slot)
if s == null:
return
if from == player.inventory:
from.set_slot(slot, null)
WorldNet.chest_put(container, s) # what doesn't fit comes back
else:
WorldNet.chest_take(container, slot, to.space_for(s.id))
if _online():
if container != null:
_ask("transfer", [WorldNet.nid(container), slot, from == player.inventory])
return
from.quick_move(slot, to)

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@@ -224,7 +224,7 @@ func _think(dt: float) -> void:
_state_t = 4.0
elif d < def.attack_range and _attack_cd <= 0.0:
_attack_cd = def.attack_cd
player.survival.damage(def.damage, global_position)
player.survival.damage(def.damage, global_position, "a " + String(def.name).to_lower())
func _start_flee(from: Vector3) -> void:
state = "flee"

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@@ -119,7 +119,7 @@ func _attack(pp: Vector3, d: float, as_state: String) -> void:
steer(atan2(-to.x, -to.z))
if d < def.attack_range and _attack_cd <= 0.0 and _can_reach_player():
_attack_cd = def.attack_cd
player.survival.damage(def.damage, global_position)
player.survival.damage(def.damage, global_position, "a " + String(def.name).to_lower())
if as_state == "lunge":
state = "retreat"
_state_t = 1.6

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@@ -32,7 +32,7 @@ signal clock(day: int, time: float) ## the server's time of day
const Identity = preload("res://scripts/net/identity.gd")
const ServerConfig = preload("res://scripts/net/server_config.gd")
const PROTOCOL := 3 ## 3: the shared world (M2.3)
const PROTOCOL := 4 ## 3: the shared world (M2.3); 4: the server decides (M2.4)
const DEFAULT_PORT := 24242
const HANDSHAKE_TIMEOUT := 10.0
const JOIN_TIMEOUT := 20.0 ## includes the server building its terrain on first join
@@ -238,6 +238,7 @@ func _on_peer_disconnected(id: int) -> void:
players.erase(id)
print("[server] %s left (%d online)" % [p.name, players.size()])
_s2c_player_left.rpc(id)
PlayerNet.server_leave(id) # saves their character
WorldNet.peer_left(id)
players_changed.emit()
@@ -275,6 +276,15 @@ func _tick_clock(delta: float) -> void:
func player_pos(peer: int) -> Vector3:
return _states[peer].pos if _states.has(peer) else Vector3.INF
func island_spawn() -> Vector3:
return _spawn
## The server moved a player (respawning): their next moves are checked from here.
func teleport(peer: int, pos: Vector3) -> void:
if _states.has(peer):
_states[peer].pos = pos
_states[peer].t = server_time
func _broadcast_snapshot() -> void:
if _states.is_empty():
return
@@ -318,11 +328,13 @@ func _c2s_state(pos: Vector3, yaw: float, pitch: float, anim: int, held: String,
print("[server] moved %s back (%s)" % [players[peer].name, why])
_s2c_correct.rpc_id(peer, s.pos)
return
var from: Vector3 = s.pos
s.pos = pos
s.yaw = wrapf(yaw, -PI, PI)
s.pitch = clampf(pitch, -1.5, 1.5)
s.anim = clampi(anim, 0, 4)
s.held = held if held.length() < 40 and (held.is_empty() or not ItemDB.get_item(held).is_empty()) else ""
s.held = PlayerNet.held(peer) # (what's really in their hand, not what they say)
PlayerNet.server_moved(peer, from, pos, s.yaw, s.anim, server_time - s.t)
s.t = server_time
s.stamp = stamp
@@ -422,14 +434,19 @@ func _c2s_proof(sig: PackedByteArray) -> void:
print("[server] %s is the first player, so they're now an admin" % name)
var p := {"id": id, "name": name, "appearance": Identity.sanitize_appearance(hello.get("appearance", {})),
"admin": config.is_admin(id)}
var start := _spawn_for(players.size())
# Their character (player_net.gd): back where they left off, or new.
var start: Vector3 = PlayerNet.server_join(peer, id, name)
var yaw: float = PlayerNet.yaw_of(peer)
if start == Vector3.INF:
start = _spawn_for(players.size())
PlayerNet.place_at(peer, start)
players[peer] = p
_states[peer] = {"pos": start, "yaw": 0.0, "pitch": 0.0, "anim": 0, "held": "", "t": server_time, "corr_t": -10.0,
_states[peer] = {"pos": start, "yaw": yaw, "pitch": 0.0, "anim": 0, "held": "", "t": server_time, "corr_t": -10.0,
"stamp": server_time, "off": INF}
print("[server] %s joined (id %s%s, %d/%d online)" % [name, id, ", admin" if p.admin else "",
players.size(), int(config.v("max_players"))])
# (The world's own seed: an existing world keeps the seed it was made with.)
var world := {"seed": int(_terrain.noise_seed), "worldlet": String(config.v("worldlet")), "spawn": start,
var world := {"seed": int(_terrain.noise_seed), "worldlet": String(config.v("worldlet")), "spawn": start, "yaw": yaw,
"island_spawn": _spawn, "day": _world.day_night.day, "time": _world.day_night.time, "server_time": server_time}
_s2c_welcome.rpc_id(peer, {"you": peer, "server": config.public_info(), "players": players, "world": world})
for other in players:

453
scripts/net/player_net.gd Normal file
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@@ -0,0 +1,453 @@
extends Node
## Autoload "PlayerNet": each player's character on a dedicated server (M2.4,
## docs/MULTIPLAYER_PLAN.md §5). Online, the server decides; offline (single
## player) there's no server and the game decides, exactly as before.
##
## - Your game sends what you want to do: `ask("eat", [slot])`,
## `ask("hit", [tree uid, point])`... (Actions does this for every intent
## while online, instead of acting itself).
## - The server runs the same Actions rule on your character there
## (server_player.gd), and sends back your inventory (after every request,
## and whenever it changes) and your stats (4 times a second).
## - Clicks in your own inventory are also done on your screen straight away,
## so dragging items doesn't wait for the network; the server's copy
## replaces it once it has caught up with every click you sent.
## - Characters are saved per player in the server's world:
## worlds/<world>/players/<player id>.json.
signal cursor_changed(stack) ## client: the server says this is on your cursor
const ServerPlayer = preload("res://scripts/net/server_player.gd")
const STATS_INTERVAL := 0.25
const NOT_YET := "Hunting and fishing aren't on servers yet (they come with the animals)"
# Server.
var proxies: Dictionary = {} ## peer -> server_player.gd
var _acting := 0 ## the peer whose request is being run (for its messages)
var _dirty: Dictionary = {} ## peers whose inventory changed
var _acks: Dictionary = {} ## peer -> last request id handled
var _stats_left := 0.0
var _root: Node3D
var cheats := false ## --debug-cheats (tests only): give items, set stats, die
# Client.
var _seq := 0 ## id of the last request we sent
var world: Node3D
func _ready() -> void:
Actions.notify.connect(_route_notify)
cheats = Net.parse_args(OS.get_cmdline_user_args()).has("debug-cheats")
# --- server --------------------------------------------------------------------
func _route_notify(text: String) -> void:
if Net.is_server() and _acting != 0 and proxies.has(_acting):
_s2c_notify.rpc_id(_acting, text)
func _players_root() -> Node3D:
if _root == null or not is_instance_valid(_root):
_root = Node3D.new()
_root.name = "Players"
WorldNet.world.add_child(_root)
return _root
func _file(id: String) -> String:
return Saves.root_dir.path_join(Saves.current_id).path_join("players").path_join(id + ".json")
## A player came in: their character, from their save if they've been here
## before. Returns where they were (or INF for a new player).
func server_join(peer: int, id: String, display: String) -> Vector3:
var p: Node3D = ServerPlayer.new()
p.name = "P%d" % peer
p.peer = peer
p.player_id = id
p.display = display
_players_root().add_child(p)
p.setup(WorldNet.world)
proxies[peer] = p
_acks[peer] = 0
p.inventory.changed.connect(func(): _dirty[peer] = true; WorldNet.mark_changed())
p.worn_changed.connect(func(): _dirty[peer] = true)
p.survival.died.connect(_on_died.bind(peer))
var at := Vector3.INF
var d := _read(_file(id))
if not d.is_empty():
p.load_data(d)
var t: Node3D = WorldNet.world.terrain
var pos := Vector3(d.pos[0], d.pos[1], d.pos[2]) if d.has("pos") else Vector3.INF
if pos.is_finite() and t.inside_boundary(pos.x, pos.z, 1.0) and pos.y > t.sample_height(pos.x, pos.z) - 1.0:
at = pos
print("[server] %s's character loaded" % display)
if at != Vector3.INF:
p.global_position = at
return at
func place_at(peer: int, pos: Vector3) -> void:
if proxies.has(peer):
proxies[peer].global_position = pos
func yaw_of(peer: int) -> float:
return proxies[peer].rotation.y if proxies.has(peer) else 0.0
func server_leave(peer: int) -> void:
var p: Node3D = proxies.get(peer)
if p == null:
return
if p.survival.dead:
_respawn(peer, false) # left on the death screen: they come back alive
_save(p)
proxies.erase(peer)
_dirty.erase(peer)
_acks.erase(peer)
p.queue_free()
func save_all() -> void:
for p in proxies.values():
_save(p)
func server_reset() -> void:
proxies.clear()
_dirty.clear()
_acks.clear()
_root = null
func _save(p: Node3D) -> void:
var path := _file(p.player_id)
DirAccess.make_dir_recursive_absolute(path.get_base_dir())
var tmp := path + ".tmp"
var f := FileAccess.open(tmp, FileAccess.WRITE)
if f == null:
printerr("[server] can't save %s's character" % p.display)
return
f.store_string(JSON.stringify(p.to_data(), "\t"))
f.close()
DirAccess.rename_absolute(tmp, path)
static func _read(path: String) -> Dictionary:
if not FileAccess.file_exists(path):
return {}
var d: Variant = JSON.parse_string(FileAccess.get_file_as_string(path))
return d if d is Dictionary else {}
func held(peer: int) -> String:
return proxies[peer].held_item_id() if proxies.has(peer) else ""
## A move the server accepted: the character follows, and pays stamina for
## sprinting and jumping (the same costs as in your game).
func server_moved(peer: int, from: Vector3, to: Vector3, yaw: float, anim: int, dt: float) -> void:
var p: Node3D = proxies.get(peer)
if p == null:
return
var A := preload("res://scripts/net/avatar.gd").Anim
if anim == A.RUN:
p.survival.use_stamina(14.0 * dt, true)
elif anim == A.AIR and p.anim != A.AIR and to.y > from.y + 0.05:
p.survival.use_stamina(8.0)
p.anim = anim
p.velocity = (to - from) / maxf(dt, 0.001)
p.global_position = to
p.rotation.y = yaw
if to.y < p.water_level - 0.6:
p.survival.soak()
func _process(delta: float) -> void:
if not Net.is_server() or proxies.is_empty():
return
for peer in _dirty.keys():
_push_inv(peer)
_dirty.clear()
_stats_left -= delta
if _stats_left <= 0.0:
_stats_left = STATS_INTERVAL
for peer in proxies:
_push_stats(peer)
func push_all(peer: int) -> void:
_push_inv(peer)
_push_stats(peer)
func _push_inv(peer: int) -> void:
var p: Node3D = proxies.get(peer)
if p != null:
_s2c_inv.rpc_id(peer, p.inventory.to_data(), p.cursor, p.worn, int(_acks.get(peer, 0)))
func _push_stats(peer: int) -> void:
var p: Node3D = proxies.get(peer)
if p == null:
return
var s: Node = p.survival
_s2c_stats.rpc_id(peer, s.to_data(), s.statuses, [s.roofed, s.sheltered, s.heat],
[p.has_bed_spawn, p.bed_spawn])
## Death on the server: everything goes into a grave where they fell (with
## their name on it), and they wake at their bed or the island start.
func _on_died(peer: int) -> void:
var p: Node3D = proxies.get(peer)
var w: Node3D = WorldNet.world
if p == null or w == null:
return
_acting = peer
var pos: Vector3 = p.global_position
pos.y = w.terrain.sample_height(pos.x, pos.z)
if pos.y < w.terrain.water_level:
pos = w.terrain.find_spawn(Vector2(pos.x, pos.z))
if not p.worn.is_empty() and p.inventory.add(p.worn, 1) == 0:
p.worn = ""
if p.cursor != null:
p.inventory.add(p.cursor.id, p.cursor.count)
p.cursor = null
var has_items := false
for st in p.inventory.slots:
if st != null:
has_items = true
if has_items:
var g: Node3D = w.spawn_piece(ItemDB.get_item("grave"), Transform3D(Basis(Vector3.UP, p.rotation.y), pos), {"owner_id": p.player_id, "owner_name": p.display})
g.inventory.load_data(p.inventory.to_data())
p.inventory.load_data(Inventory.new(p.inventory.size()).to_data())
# They stay down on the death screen for a few seconds, then ask to respawn.
p.died_at = Time.get_ticks_msec()
_dirty[peer] = true
_s2c_died.rpc_id(peer, p.survival.cause if not p.survival.cause.is_empty() else "You died", has_items, p.bed_piece(w) != null)
_acting = 0
const RESPAWN_DELAY := 3.0
## Respawn (the death screen's button), once they've been down long enough:
## at their bed if it's still standing, otherwise the island start.
func _respawn(peer: int, tell: bool = true) -> void:
var p: Node3D = proxies.get(peer)
var w: Node3D = WorldNet.world
if p == null or w == null or not p.survival.dead:
return
if tell and Time.get_ticks_msec() - p.died_at < RESPAWN_DELAY * 1000.0 - 100.0:
return # (too soon: the button only unlocks after the delay)
var bed: Node3D = p.bed_piece(w)
var at: Vector3
var yaw := 0.0
if bed != null:
at = bed.global_position + Vector3(0, 0.9, 0)
yaw = bed.global_basis.get_euler().y + PI
else:
if p.has_bed_spawn:
p.has_bed_spawn = false
Actions.notify.emit("Your bed is gone, so you woke at the island start")
at = Net.island_spawn() + Vector3(0, 1.5, 0)
p.survival.reset_after_death()
p.global_position = at
p.rotation.y = yaw
Net.teleport(peer, at)
_dirty[peer] = true
if tell:
_s2c_respawn.rpc_id(peer, at, yaw, "")
_save(p)
# --- server: requests ------------------------------------------------------------
@rpc("any_peer", "call_remote", "reliable")
func _c2s_ask(seq: int, what: String, args: Array) -> void:
var peer := multiplayer.get_remote_sender_id()
var p: Node3D = proxies.get(peer)
if not Net.is_server() or p == null or WorldNet.world == null:
return
_acting = peer
if what == "respawn":
_respawn(peer)
elif not p.survival.dead:
_run(p, what, args)
_acting = 0
_acks[peer] = maxi(int(_acks.get(peer, 0)), seq)
_dirty[peer] = true # (always answer, so the game knows we've caught up)
func _run(p: Node3D, what: String, a: Array) -> void:
var w: Node3D = WorldNet.world
match what:
"select":
p.select(_i(a, 0))
"craft":
Actions.craft(p, _s(a, 0))
"eat":
Actions.eat(p, _i(a, 0))
"wear":
Actions.wear(p, _i(a, 0))
"take_off":
Actions.take_off(p)
"hit":
var n: Node3D = w.props.resource_nodes.get(_s(a, 0))
var at: Vector3 = _v(a, 1)
if n != null and is_instance_valid(n) and at.is_finite() and Actions.harvest_hit(p, n, at):
WorldNet.node_hit(n, at, p.global_position)
"pickup":
var key := _s(a, 0)
var pk: Node3D = WorldNet.find_pickup(key)
if pk != null and not pk.taken and Actions.pickup(p, pk):
WorldNet.taken(key)
"forage":
var b: Node3D = w.props.forage.get(_s(a, 0))
if b != null and Actions.forage(p, b):
WorldNet.foraged(b)
"place":
var xf: Transform3D = a[1] if a.size() > 1 and a[1] is Transform3D else Transform3D()
if xf.origin.is_finite() and xf.origin != Vector3.ZERO:
Actions.place(p, _i(a, 0), xf.orthonormalized(), w)
"dismantle":
var piece := WorldNet.piece(_i(a, 0))
if piece != null:
Actions.dismantle(p, piece)
"door":
var d := WorldNet.piece(_i(a, 0))
if d != null and d.get("open") != null and Actions.toggle_door(p, d):
WorldNet.piece_state(d)
"fuel":
var f := WorldNet.piece(_i(a, 0))
if f != null and f.get("fuel") != null and Actions.add_fuel(p, f):
WorldNet.piece_state(f)
"bed":
var b := WorldNet.piece(_i(a, 0))
if b != null and b.item_id == "bed":
Actions.use_bed(p, b)
"inv_click":
# Slot `a[1]` of your own inventory (a[0] = 0) or a chest's.
var inv: Inventory = p.inventory
if _i(a, 0) != 0:
var c := _container(p, _i(a, 0))
if c == null:
return
inv = c.inventory
var slot := _i(a, 1)
if slot >= 0 and slot < inv.size():
p.cursor = inv.click(slot, p.cursor, _b(a, 2))
"transfer":
# Shift-click: from your inventory into the chest, or the other way.
var c := _container(p, _i(a, 0))
if c == null:
return
var into_chest := _b(a, 2)
var from: Inventory = p.inventory if into_chest else c.inventory
var to: Inventory = c.inventory if into_chest else p.inventory
var slot := _i(a, 1)
if slot >= 0 and slot < from.size():
Actions.transfer(p, from, slot, to, c)
"close":
# The inventory screen closed: what's on the cursor goes back in
# your bag, or at your feet if it's full.
if p.cursor != null:
var left: int = p.inventory.add(p.cursor.id, p.cursor.count)
if left > 0:
w.drop_item(p.cursor.id, left, Transform3D(Basis(), p.global_position + Vector3(0, 0.1, 0)))
p.cursor = null
"debug_give":
if cheats and not ItemDB.get_item(_s(a, 0)).is_empty():
p.inventory.add(_s(a, 0), _i(a, 1))
"debug_clear":
if cheats:
p.inventory.load_data(Inventory.new(p.inventory.size()).to_data())
"debug_stats":
if cheats and a.size() > 0 and a[0] is Dictionary:
for k in a[0]:
if k in ["health", "stamina", "hunger", "warmth"]:
p.survival.set(k, float(a[0][k]))
elif k == "diet" and a[0][k] is Dictionary:
for g in a[0][k]:
if p.survival.diet.has(g):
p.survival.diet[g] = float(a[0][k][g])
"debug_die":
if cheats:
p.survival.damage(10000.0, p.global_position)
"debug_drop":
if cheats and not ItemDB.get_item(_s(a, 0)).is_empty():
w.drop_item(_s(a, 0), maxi(_i(a, 1), 1), Transform3D(Basis(), _v(a, 2)))
_:
Actions.notify.emit(NOT_YET if what in ["hunt", "fish"] else "Unknown request")
## The chest or grave `nid`, if this player may use it right now.
func _container(p: Node3D, nid: int) -> Node3D:
var c := WorldNet.piece(nid)
if c == null or c.get("inventory") == null or not Actions._in_reach(p, c, 1.0):
return null
var why: String = c.use_block_reason(p.player_id) if c.has_method("use_block_reason") else ""
if not why.is_empty():
Actions.notify.emit(why)
return null
return c
static func _i(a: Array, k: int) -> int:
return int(a[k]) if a.size() > k and (a[k] is int or a[k] is float) else -1
static func _s(a: Array, k: int) -> String:
return String(a[k]) if a.size() > k and a[k] is String else ""
static func _b(a: Array, k: int) -> bool:
return a.size() > k and a[k] is bool and a[k]
static func _v(a: Array, k: int) -> Vector3:
return a[k] if a.size() > k and a[k] is Vector3 else Vector3.INF
# --- client ----------------------------------------------------------------------
func is_client() -> bool:
return WorldNet.is_client()
## Our world is online: follow the server's view of us.
func join_world(w: Node3D) -> void:
world = w
_seq = 0
w.player.survival.set_process(false) # the server runs our stats
w.player.selected_changed.connect(_on_selected)
_on_selected()
func leave_world() -> void:
if world != null and is_instance_valid(world) and world.player.selected_changed.is_connected(_on_selected):
world.player.selected_changed.disconnect(_on_selected)
world = null
func _on_selected() -> void:
if world != null:
ask("select", [world.player.selected])
## Sends a request to the server (Actions calls this while online).
func ask(what: String, args: Array = []) -> void:
if Net.state != "connected":
return
_seq += 1
_c2s_ask.rpc_id(1, _seq, what, args)
@rpc("authority", "call_remote", "reliable")
func _s2c_inv(data: Array, cursor: Variant, worn: String, ack: int) -> void:
if world == null or not is_instance_valid(world) or ack < _seq:
return # we've asked for more since: the next copy will include it
var pl: CharacterBody3D = world.player
pl.inventory.load_data(data)
if pl.worn != worn:
pl.worn = worn
pl.worn_changed.emit()
cursor_changed.emit(cursor)
@rpc("authority", "call_remote", "reliable")
func _s2c_stats(stats: Dictionary, statuses: Array, env: Array, bed: Array) -> void:
if world == null or not is_instance_valid(world):
return
var s: Node = world.player.survival
s.load_data(stats)
s.statuses.assign(statuses)
s.roofed = bool(env[0])
s.sheltered = bool(env[1])
s.heat = float(env[2])
world.has_bed_spawn = bool(bed[0])
world.bed_spawn = bed[1]
@rpc("authority", "call_remote", "reliable")
func _s2c_died(cause: String, has_items: bool, to_bed: bool) -> void:
if world != null and is_instance_valid(world):
world.died_online(cause, has_items, to_bed)
@rpc("authority", "call_remote", "reliable")
func _s2c_respawn(at: Vector3, yaw: float, text: String) -> void:
if world == null or not is_instance_valid(world):
return
world.respawn_from_server(at, yaw)
if not text.is_empty():
Actions.notify.emit(text)
@rpc("authority", "call_remote", "reliable")
func _s2c_notify(text: String) -> void:
Actions.notify.emit(text)

View File

@@ -0,0 +1,91 @@
extends Node3D
## One player's character on a dedicated server (M2.4): what they carry, what
## they hold, what they wear, their bed, and their survival stats, which run
## here (warmth from the server's fires and buildings, hunger, diet...).
##
## It has the same fields and functions the Actions rules use on the local
## player in single-player (inventory, selected, worn, held_item_id,
## survival...), so the server runs exactly the same rules for everyone.
## It has no body: where it is comes from the player's moves (net.gd).
## Saved as players/<player id>.json in the server's world (player_net.gd).
signal worn_changed
signal selected_changed
const HOTBAR := 8
var peer := 0
var player_id := ""
var display := ""
var inventory := Inventory.new(40)
var selected := 0
var worn := ""
var cursor = null ## the stack held on the inventory screen's cursor
var survival: Node
var hands: Node ## (self: held_heat for a carried torch)
var velocity := Vector3.ZERO
var water_level := -INF
var has_bed_spawn := false
var bed_spawn := Vector3.ZERO
var anim := 0 ## last movement state reported (avatar.gd Anim)
var died_at := 0 ## ticks (ms) when they last died
func setup(world: Node3D) -> void:
hands = self
water_level = world.terrain.water_level
survival = preload("res://scripts/player/survival.gd").new()
survival.name = "Survival"
survival.player = self
survival.world = world
add_child(survival)
func held_item_id() -> String:
var s = inventory.get_slot(selected)
return s.id if s != null else ""
func select(i: int) -> void:
selected = wrapi(i, 0, HOTBAR)
selected_changed.emit()
func held_heat() -> float:
return float(ItemDB.get_item(held_item_id()).get("light", {}).get("heat", 0.0))
## Chests and graves call this on interact; on the server there's no screen.
func open_inventory(_container: Node) -> void:
pass
func claims_bed(bed: Node3D) -> bool:
return has_bed_spawn and bed_spawn.distance_to(bed.global_position) < 0.3
func claim_bed(bed: Node3D) -> void:
has_bed_spawn = true
bed_spawn = bed.global_position
## The bed this player respawns at, if it's still standing.
func bed_piece(world: Node3D) -> Node3D:
if not has_bed_spawn:
return null
for p in world.all_pieces():
if p.item_id == "bed" and claims_bed(p):
return p
return null
func to_data() -> Dictionary:
return {"name": display, "pos": [global_position.x, global_position.y, global_position.z], "yaw": rotation.y,
"inventory": inventory.to_data(), "selected": selected, "stats": survival.to_data(), "worn": worn,
"bed": {"has": has_bed_spawn, "pos": [bed_spawn.x, bed_spawn.y, bed_spawn.z]}}
func load_data(d: Dictionary) -> void:
if d.has("inventory"):
inventory.load_data(d.inventory)
selected = int(d.get("selected", 0))
if d.has("stats"):
survival.load_data(d.stats)
worn = String(d.get("worn", ""))
if not worn.is_empty() and ItemDB.get_item(worn).is_empty():
worn = ""
var b: Dictionary = d.get("bed", {})
has_bed_spawn = bool(b.get("has", false))
if b.has("pos"):
bed_spawn = Vector3(b.pos[0], b.pos[1], b.pos[2])
rotation.y = float(d.get("yaw", 0.0))

View File

@@ -7,26 +7,19 @@ extends Node
## items, building pieces, chests and graves, fires, doors and the clock. The
## weather follows from the seed and the clock, so it needs no syncing.
##
## Clients ask; the server checks, applies and tells everyone:
## client -> server _c2s_hit uid server -> all _s2c_node uid hp
## client -> server _c2s_place item server -> all _s2c_piece_added {...}
## ...and so on for each kind of change (the _c2s_* / _s2c_* pairs below).
## When a change earns the asker something (wood from a tree, a pickup, a
## dismantled wall back), the server sends it to them with _s2c_give.
##
## Inventories, stats and crafting stay on each player's own game until M2.4,
## so the server trusts what a client says it puts into the world (a placed
## wall, a chest deposit) but decides everything it takes out.
## Players' requests arrive through PlayerNet (player_net.gd), which runs the
## Actions rules on that player's character on the server. The results show
## up here and go to everyone:
## - pieces placed, removed or collapsed, and items dropped: the server's
## world reports them (world.gd signals), wherever they came from;
## - hits, pickups, berries, doors and fires: PlayerNet tells us;
## - chest and grave contents: whenever they change.
##
## On joining, a client's world asks for a snapshot (_c2s_world) once its
## scenery is up; from then on it gets every change, in order.
const REACH := 3.2 + 2.5 ## Actions._in_reach, plus slack for latency
const SLACK := 2.0
const MAX_HIT := 12.0 ## no tool hits harder than this
const FIRE_SYNC := 10.0 ## seconds between fire fuel updates
const SAVE_AFTER := 10.0 ## seconds after a change before saving
const FUELS := ["wood", "stick", "fiber"]
var world: Node3D ## server: its world; client: ours while online
var pieces: Dictionary = {} ## net id -> piece (both sides)
@@ -36,8 +29,7 @@ var _ready_peers: Dictionary = {} ## server: peers that have their snapshot
var _fire_left := FIRE_SYNC
var _blocker_left := 0.0
var _save_left := INF ## counting down to a save after a change
var _chest_cb := Callable() ## client: waiting for a chest click's result
var chest_busy := false
var _chests_dirty: Dictionary = {}
## Counters the tests read.
var received := 0 ## client: world events applied
@@ -62,24 +54,23 @@ func open_server_world(config: RefCounted) -> Node3D:
w.server_mode = true
w.day_length = float(config.v("day_length_minutes")) * 60.0
w.autosave_seconds = maxf(float(config.v("autosave_minutes")), 0.5) * 60.0
get_tree().root.add_child(w)
world = w
pieces.clear()
dropped.clear()
_ready_peers.clear()
_chests_dirty.clear()
_next_nid = 1
world = w
get_tree().root.add_child(w) # (loads the save: pieces come in through _on_piece_added)
for p in w.all_pieces():
if p.has_meta("nid"):
_next_nid = maxi(_next_nid, int(p.get_meta("nid")) + 1)
_next_nid = maxi(_next_nid, int(p.get_meta("nid", 0)) + 1)
for p in w.all_pieces():
if not p.has_meta("nid"):
p.set_meta("nid", _new_nid())
pieces[int(p.get_meta("nid"))] = p
_register(p)
for d in w.all_dropped():
if not d.has_meta("nid"):
d.set_meta("nid", _new_nid())
dropped[int(d.get_meta("nid"))] = d
_next_nid = maxi(_next_nid, _max_nid() + 1)
_register_dropped(d)
w.piece_added.connect(_on_piece_added)
w.pieces_removed.connect(_on_pieces_removed)
w.dropped_added.connect(_on_dropped_added)
w.saved.connect(PlayerNet.save_all)
w.props.regrown.connect(_on_regrown)
var args: Dictionary = Net.parse_args(OS.get_cmdline_user_args())
if args.has("debug-regrow"):
@@ -99,23 +90,35 @@ func close_server_world() -> void:
pieces.clear()
dropped.clear()
_ready_peers.clear()
PlayerNet.server_reset()
func save() -> void:
_save_left = INF
if world != null and is_instance_valid(world) and world.server_mode:
world.save_now()
world.save_now() # (players too: world.saved)
## Something changed: save within a few seconds. Ctrl+C kills Godot without
## a chance to save, so this keeps the loss small.
func mark_changed() -> void:
if is_server() and _save_left == INF:
_save_left = SAVE_AFTER
func _new_nid() -> int:
_next_nid += 1
return _next_nid - 1
func _max_nid() -> int:
var m := 0
for k in pieces:
m = maxi(m, k)
for k in dropped:
m = maxi(m, k)
return m
func _register(p: Node3D) -> void:
if not p.has_meta("nid"):
p.set_meta("nid", _new_nid())
pieces[int(p.get_meta("nid"))] = p
if p.get("inventory") != null:
var nid := int(p.get_meta("nid"))
p.inventory.changed.connect(func(): _chests_dirty[nid] = true; mark_changed())
func _register_dropped(d: Node3D) -> void:
if not d.has_meta("nid"):
d.set_meta("nid", _new_nid())
dropped[int(d.get_meta("nid"))] = d
## A player left: they no longer get events. Save while it's fresh.
func peer_left(peer: int) -> void:
@@ -125,11 +128,17 @@ func peer_left(peer: int) -> void:
func _process(delta: float) -> void:
if not is_server():
return
for nid in _chests_dirty.keys():
_flush_chest(nid)
_chests_dirty.clear()
# Pause the island while nobody's on (fires, regrowth, the clock).
var paused: bool = Net.players.is_empty() and bool(Net.config.v("pause_when_empty"))
world.process_mode = Node.PROCESS_MODE_DISABLED if paused else Node.PROCESS_MODE_INHERIT
if paused:
return
_save_left -= delta
if _save_left <= 0.0:
save()
_blocker_left -= delta
if _blocker_left <= 0.0:
_blocker_left = 1.0
@@ -137,10 +146,6 @@ func _process(delta: float) -> void:
for peer in Net.players:
at.append(Net.player_pos(peer))
world.props.blockers = at # nothing regrows on top of a player
_save_left -= delta
if _save_left <= 0.0:
_save_left = INF
save()
_fire_left -= delta
if _fire_left <= 0.0:
_fire_left = FIRE_SYNC
@@ -152,54 +157,77 @@ func _process(delta: float) -> void:
if not fires.is_empty():
_all("_s2c_fires", [fires])
## Sends to every player who has their snapshot. Any change to the island
## also means saving soon: Ctrl+C kills Godot without a chance to save, so
## this keeps the loss to a few seconds.
## Sends to every player who has their snapshot.
func _all(method: String, args: Array) -> void:
if method != "_s2c_fires" and _save_left == INF:
_save_left = SAVE_AFTER
if method != "_s2c_fires":
mark_changed()
for peer in _ready_peers:
callv("rpc_id", [peer, method] + args)
func _give_to(peer: int, items: Dictionary) -> void:
var clean := {}
for id in items:
if int(items[id]) > 0:
clean[id] = int(items[id])
if not clean.is_empty():
_s2c_give.rpc_id(peer, clean)
func _tell(peer: int, text: String) -> void:
_s2c_notify.rpc_id(peer, text)
## The asker, if they're a player in the world (else 0).
func _asker() -> int:
var peer := multiplayer.get_remote_sender_id()
if not is_server() or not _ready_peers.has(peer):
return 0
return peer
func _near(peer: int, at: Vector3, r: float) -> bool:
return Net.player_pos(peer).distance_to(at) <= r + SLACK
func _piece(nid: int) -> Node3D:
func piece(nid: int) -> Node3D:
var p: Node3D = pieces.get(nid)
if p == null or not is_instance_valid(p) or p.is_queued_for_deletion():
pieces.erase(nid)
return null
return p
func _entry(p: Node3D) -> Dictionary:
return world.piece_entry(p)
## A pickup by the key players use: its scenery id, or "#<net id>" if it was dropped.
func find_pickup(key: String) -> Node3D:
var pk: Node3D
if key.begins_with("#"):
pk = dropped.get(int(key.substr(1)))
else:
pk = world.props.pickups.get(key) if world != null else null
return pk if pk != null and is_instance_valid(pk) else null
static func _clean_stack(s: Variant) -> Variant:
if not s is Dictionary:
return null
var id := String(s.get("id", ""))
var n := int(s.get("count", 0))
if ItemDB.get_item(id).is_empty() or n <= 0:
return null
return {"id": id, "count": mini(n, ItemDB.stack_size(id))}
# --- server: telling everyone ----------------------------------------------------
func node_hit(n: Node3D, point: Vector3, from: Vector3) -> void:
_all("_s2c_node", [String(n.uid), n.hp, point, from])
func taken(key: String) -> void:
if key.begins_with("#"):
dropped.erase(int(key.substr(1)))
_all("_s2c_taken", [key])
func foraged(bush: Node3D) -> void:
_all("_s2c_forage", [String(bush.uid), bush.regrow_left])
func piece_state(p: Node3D) -> void:
if p.has_method("save_extra"):
_all("_s2c_piece_state", [int(p.get_meta("nid", 0)), p.save_extra()])
func _on_piece_added(p: Node3D) -> void:
_register(p)
_all("_s2c_piece_added", [world.piece_entry(p)])
func _on_pieces_removed(gone: Array, fell: Array) -> void:
var g: Array = []
var f: Array = []
for p in gone:
var nid := int(p.get_meta("nid", 0))
pieces.erase(nid)
_chests_dirty.erase(nid)
g.append(nid)
if p in fell:
f.append(nid)
_all("_s2c_pieces_removed", [g, f])
func _on_dropped_added(d: Node3D) -> void:
_register_dropped(d)
_all("_s2c_dropped", [world.dropped_entry(d)])
func _on_regrown(uid: String) -> void:
_all("_s2c_regrown", [uid])
func _flush_chest(nid: int) -> void:
var p := piece(nid)
if p == null:
return
_all("_s2c_chest", [nid, p.inventory.to_data()])
# An emptied grave crumbles.
if p.item_id == "grave" and _empty(p.inventory):
world.remove_piece(p, null)
static func _empty(inv: Inventory) -> bool:
for s in inv.slots:
@@ -207,8 +235,6 @@ static func _empty(inv: Inventory) -> bool:
return false
return true
# --- client -> server -------------------------------------------------------------
@rpc("any_peer", "call_remote", "reliable")
func _c2s_world() -> void:
var peer := multiplayer.get_remote_sender_id()
@@ -216,216 +242,15 @@ func _c2s_world() -> void:
return
_ready_peers[peer] = true
_s2c_world.rpc_id(peer, world.collect_shared())
PlayerNet.push_all(peer)
@rpc("any_peer", "call_remote", "reliable")
func _c2s_hit(uid: String, damage: float, point: Vector3) -> void:
var peer := _asker()
var n: Node3D = world.props.resource_nodes.get(uid) if peer != 0 else null
if n == null or not is_instance_valid(n) or n.depleted:
return
if not _near(peer, point, 3.2 + 1.0) or point.distance_to(n.global_position) > 6.0:
return
var from: Vector3 = Net.player_pos(peer)
var drops: Dictionary = n.hit(clampf(damage, 0.0, MAX_HIT), point, from)
_give_to(peer, drops)
_all("_s2c_node", [uid, n.hp, point, from])
@rpc("any_peer", "call_remote", "reliable")
func _c2s_take(key: String) -> void:
var peer := _asker()
if peer == 0:
return
var pk: Node3D = _find_pickup(key)
if pk == null or pk.taken or not _near(peer, pk.global_position, REACH):
return
var got := {pk.item_id: pk.amount}
if key.begins_with("#"):
dropped.erase(int(key.substr(1)))
pk.collected()
_give_to(peer, got)
_all("_s2c_taken", [key])
func _find_pickup(key: String) -> Node3D:
var pk: Node3D
if key.begins_with("#"):
pk = dropped.get(int(key.substr(1)))
else:
pk = world.props.pickups.get(key) if world != null else null
return pk if pk != null and is_instance_valid(pk) else null
@rpc("any_peer", "call_remote", "reliable")
func _c2s_forage(uid: String) -> void:
var peer := _asker()
var bush: Node3D = world.props.forage.get(uid) if peer != 0 else null
if bush == null or not bush.ripe() or not _near(peer, bush.global_position, REACH):
return
_give_to(peer, bush.harvest())
_all("_s2c_forage", [uid, bush.regrow_left])
## Places `item` at `xf`. The client has already taken it out of its
## inventory: if it can't go here, it's given back. A grave carries what the
## player was holding when they died.
@rpc("any_peer", "call_remote", "reliable")
func _c2s_place(item: String, xf: Transform3D, contents: Array) -> void:
var peer := _asker()
if peer == 0:
return
var def: Dictionary = ItemDB.get_item(item)
if def.is_empty() or not def.has("place"):
return
# (A grave can be further off: drowning puts it on the nearest shore.)
var ok := xf.origin.is_finite() and _near(peer, xf.origin, 40.0 if item == "grave" else 8.0)
if item == "grave":
ok = ok and not contents.is_empty()
else:
ok = ok and world.placement_valid(def, xf)
if not ok:
if item != "grave":
_give_to(peer, {item: 1})
_tell(peer, "Can't place that here")
return
var p: Node3D = world.spawn_piece(def, xf.orthonormalized())
if item == "grave" and p.get("inventory") != null:
var clean: Array = []
for s in contents.slice(0, p.inventory.size()):
clean.append(_clean_stack(s))
p.inventory.load_data(clean)
p.set_meta("nid", _new_nid())
pieces[int(p.get_meta("nid"))] = p
_all("_s2c_piece_added", [_entry(p)])
@rpc("any_peer", "call_remote", "reliable")
func _c2s_dismantle(nid: int) -> void:
var peer := _asker()
var p: Node3D = _piece(nid) if peer != 0 else null
if p == null or not _near(peer, p.global_position, 8.0) or p.item_id == "grave":
return
var why: String = p.dismantle_block_reason()
if not why.is_empty():
_tell(peer, why)
return
# Whatever loses its support collapses: those come back to you too.
var items := {}
for k in pieces:
if _piece(k) != null:
items[k] = pieces[k].item_id
world.remove_piece(p, null)
var gone: Array = []
var fell: Array = []
var refund := {}
for k in items:
if _piece(k) == null:
gone.append(k)
refund[items[k]] = refund.get(items[k], 0) + 1
if k != nid:
fell.append(k)
_all("_s2c_pieces_removed", [gone, fell])
_give_to(peer, refund)
@rpc("any_peer", "call_remote", "reliable")
func _c2s_door(nid: int) -> void:
var peer := _asker()
var p: Node3D = _piece(nid) if peer != 0 else null
if p == null or p.get("open") == null or not _near(peer, p.global_position, REACH + 1.0):
return
p.set_open(not p.open)
_all("_s2c_piece_state", [nid, p.save_extra()])
@rpc("any_peer", "call_remote", "reliable")
func _c2s_fuel(nid: int, item: String) -> void:
var peer := _asker()
if peer == 0 or not item in FUELS:
return
var p := _piece(nid)
if p == null or p.get("fuel") == null or not _near(peer, p.global_position, REACH) \
or p.fuel >= p.MAX_FUEL - 1.0:
_give_to(peer, {item: 1})
return
p.add_fuel(float(ItemDB.get_item(item).get("fuel", 10)))
_all("_s2c_piece_state", [nid, p.save_extra()])
## A click on a chest slot while holding `cursor`: the same as clicking in
## your own inventory (pick up, put down, swap). The new cursor comes back.
@rpc("any_peer", "call_remote", "reliable")
func _c2s_chest_click(nid: int, slot: int, cursor: Variant, right: bool) -> void:
var peer := _asker()
if peer == 0:
return
var c: Variant = _clean_stack(cursor)
var p := _piece(nid)
if p == null or p.get("inventory") == null or slot < 0 or slot >= p.inventory.size() \
or not _near(peer, p.global_position, REACH + 1.0):
_s2c_cursor.rpc_id(peer, c) # nothing happened: keep what you were holding
return
var res: Variant = p.inventory.click(slot, c, right)
_s2c_cursor.rpc_id(peer, res)
_chest_changed(nid, p)
## Shift-click from your inventory: as much of `stack` as fits goes in, the
## rest comes back.
@rpc("any_peer", "call_remote", "reliable")
func _c2s_chest_put(nid: int, stack: Variant) -> void:
var peer := _asker()
var s: Variant = _clean_stack(stack)
if peer == 0 or s == null:
return
var p := _piece(nid)
if p == null or p.get("inventory") == null or not _near(peer, p.global_position, REACH + 1.0):
_give_to(peer, {s.id: s.count})
return
var left: int = p.inventory.add(s.id, s.count)
_give_to(peer, {s.id: left})
_chest_changed(nid, p)
## Shift-click on a chest slot: up to `room` of it comes to you.
@rpc("any_peer", "call_remote", "reliable")
func _c2s_chest_take(nid: int, slot: int, room: int) -> void:
var peer := _asker()
var p: Node3D = _piece(nid) if peer != 0 else null
if p == null or p.get("inventory") == null or slot < 0 or slot >= p.inventory.size() or room <= 0 \
or not _near(peer, p.global_position, REACH + 1.0):
return
var s: Variant = p.inventory.get_slot(slot)
if s == null:
return
var id: String = s.id
var n: int = p.inventory.take_from(slot, room)
_give_to(peer, {id: n})
_chest_changed(nid, p)
func _chest_changed(nid: int, p: Node3D) -> void:
_all("_s2c_chest", [nid, p.inventory.to_data()])
# An emptied grave crumbles.
if p.item_id == "grave" and _empty(p.inventory):
world.remove_piece(p, null)
pieces.erase(nid)
_all("_s2c_pieces_removed", [[nid], []])
## Something the player put down in the world: an arrow that landed, a fish
## that didn't fit. Anyone can pick it up.
@rpc("any_peer", "call_remote", "reliable")
func _c2s_drop(item: String, count: int, xf: Transform3D) -> void:
var peer := _asker()
if peer == 0 or ItemDB.get_item(item).is_empty() or count <= 0 or count > 999 \
or not xf.origin.is_finite() or not _near(peer, xf.origin, 60.0):
return # (60 m: an arrow can land a long way off)
var d: Node3D = world.drop_item(item, count, xf.orthonormalized())
d.set_meta("nid", _new_nid())
dropped[int(d.get_meta("nid"))] = d
_all("_s2c_dropped", [world.dropped_entry(d)])
func _on_regrown(uid: String) -> void:
_all("_s2c_regrown", [uid])
# --- client: asking ----------------------------------------------------------------
# --- client ------------------------------------------------------------------------
## Our world is up: ask for the shared state.
func join_world(w: Node3D) -> void:
world = w
pieces.clear()
dropped.clear()
chest_busy = false
_chest_cb = Callable()
received = 0
_c2s_world.rpc_id(1)
@@ -435,49 +260,13 @@ func leave_world() -> void:
pieces.clear()
dropped.clear()
func hit(node: Node3D, damage: float, point: Vector3) -> void:
_c2s_hit.rpc_id(1, String(node.uid), damage, point)
## The key the server knows a pickup by: its scenery id, or "#<net id>".
func pickup_key(pk: Node3D) -> String:
return "#%d" % int(pk.get_meta("nid")) if pk.has_meta("nid") else String(pk.uid)
func take(pk: Node3D) -> void:
_c2s_take.rpc_id(1, pickup_key(pk))
func forage(bush: Node3D) -> void:
_c2s_forage.rpc_id(1, String(bush.uid))
func place(item: String, xf: Transform3D, contents: Array = []) -> void:
_c2s_place.rpc_id(1, item, xf, contents)
static func nid(p: Node3D) -> int:
return int(p.get_meta("nid", 0))
func dismantle(p: Node3D) -> void:
_c2s_dismantle.rpc_id(1, nid(p))
func door(p: Node3D) -> void:
_c2s_door.rpc_id(1, nid(p))
func fuel(p: Node3D, item: String) -> void:
_c2s_fuel.rpc_id(1, nid(p), item)
## `done(cursor)` gets what you're holding afterwards.
func chest_click(p: Node3D, slot: int, cursor: Variant, right: bool, done: Callable) -> void:
chest_busy = true
_chest_cb = done
_c2s_chest_click.rpc_id(1, nid(p), slot, cursor, right)
func chest_put(p: Node3D, stack: Dictionary) -> void:
_c2s_chest_put.rpc_id(1, nid(p), stack)
func chest_take(p: Node3D, slot: int, room: int) -> void:
_c2s_chest_take.rpc_id(1, nid(p), slot, room)
func drop(item: String, count: int, xf: Transform3D) -> void:
_c2s_drop.rpc_id(1, item, count, xf)
# --- server -> client ------------------------------------------------------------
@rpc("authority", "call_remote", "reliable")
@@ -518,7 +307,7 @@ func _s2c_regrown(uid: String) -> void:
func _s2c_taken(key: String) -> void:
if not is_client():
return
var pk := _find_pickup(key)
var pk := find_pickup(key)
if key.begins_with("#"):
dropped.erase(int(key.substr(1)))
if pk != null:
@@ -598,29 +387,3 @@ func _s2c_dropped(e: Dictionary) -> void:
if d != null:
dropped[int(e.nid)] = d
received += 1
## Items the server decided we earned. Anything that doesn't fit goes back
## on the ground at our feet (for anyone to pick up).
@rpc("authority", "call_remote", "reliable")
func _s2c_give(items: Dictionary) -> void:
if not is_client():
return
for id in items:
var n := int(items[id])
var got: int = Actions._give(world.player, String(id), n)
if got < n:
drop(String(id), n - got, Transform3D(Basis(), world.player.global_position + Vector3(0, 0.1, 0)))
@rpc("authority", "call_remote", "reliable")
func _s2c_cursor(stack: Variant) -> void:
chest_busy = false
var cb := _chest_cb
_chest_cb = Callable()
if cb.is_valid():
cb.call(stack)
elif stack != null and is_client():
_s2c_give({stack.id: stack.count})
@rpc("authority", "call_remote", "reliable")
func _s2c_notify(text: String) -> void:
Actions.notify.emit(text)

View File

@@ -38,6 +38,7 @@ var _rest_build := 0.0
## Food buffs: id -> {name, left (s), stamina_regen, health_regen (multipliers)}.
var buffs: Dictionary = {}
var _hurt_cd := 0.0 ## no natural healing for a few seconds after a hit
var cause := "" ## what last hurt you, as the death screen says it ("You froze")
signal hurt(amount: float, from: Vector3)
const HURT_NO_REGEN := 6.0
@@ -71,19 +72,20 @@ func balanced_diet() -> bool:
return false
return true
var player: CharacterBody3D
var player: Node3D ## the local player, or a server_player.gd on a server
var world: Node3D
var _stamina_wait := 0.0
func _process(delta: float) -> void:
if world != null and not world.menu_mode:
# (Online, the server runs our stats and sends them: player_net.gd.)
if world != null and not world.menu_mode and not world.is_online():
step(delta)
func step(dt: float) -> void:
if dead:
return
var p := player.global_position
heat = world.heat_at(p)
heat = world.heat_at(p, player)
_shelter_left -= dt
if _shelter_left <= 0.0:
_shelter_left = 0.25
@@ -137,6 +139,12 @@ func step(dt: float) -> void:
dmg += MALNOURISHED_DRAIN
if dmg > 0.0:
health = maxf(health - dmg * dt, 0.0)
if hunger <= 0.0:
cause = "You starved"
elif warmth < 12.0:
cause = "You froze to death"
else:
cause = "Malnourished: you needed %s" % " and ".join(PackedStringArray(lacking.map(func(g): return DIET_NAMES[g])))
elif hunger > 40.0 and warmth > 35.0 and _hurt_cd <= 0.0 and lacking.is_empty():
var diet_mult := 1.5 if balanced_diet() else 1.0
health = minf(health + 0.5 * buff_mult("health_regen") * diet_mult * dt, MAX)
@@ -219,15 +227,18 @@ func reset_after_death() -> void:
warmth = 60.0
wet = 0.0
buffs.clear()
cause = ""
# Don't respawn straight back into malnutrition.
for g in DIET_GROUPS:
diet[g] = maxf(float(diet[g]), 30.0)
changed.emit()
## Takes a hit (a boar, later wolves). Pauses natural healing briefly.
func damage(amount: float, from: Vector3) -> void:
## `by` is what did it ("a wolf"), for the death screen.
func damage(amount: float, from: Vector3, by: String = "") -> void:
if dead:
return
cause = "Killed by %s" % by if not by.is_empty() else "You were killed"
health = maxf(health - amount, 0.0)
_hurt_cd = HURT_NO_REGEN
hurt.emit(amount, from)

View File

@@ -209,6 +209,72 @@ func fade(mid: Callable) -> void:
player.ui_open = false
black.queue_free())
var _death: Control
## The death screen: the world fades to dark red, it says what killed you
## and where your things are, and after `delay` seconds Respawn (or Enter)
## calls `respawn`.
func show_death(cause: String, note: String, delay: float, respawn: Callable) -> void:
hide_death()
player.ui_open = true
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
var bg := ColorRect.new()
bg.color = Color(0.22, 0.02, 0.02, 0.0)
bg.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
bg.mouse_filter = Control.MOUSE_FILTER_STOP
add_child(bg)
_death = bg
var col := VBoxContainer.new()
col.set_anchors_and_offsets_preset(Control.PRESET_CENTER)
col.grow_horizontal = Control.GROW_DIRECTION_BOTH
col.grow_vertical = Control.GROW_DIRECTION_BOTH
col.alignment = BoxContainer.ALIGNMENT_CENTER
col.add_theme_constant_override("separation", 14)
col.modulate.a = 0.0
bg.add_child(col)
var title := UITheme.label("You died", 56)
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
col.add_child(title)
var why := UITheme.label(cause if not cause.is_empty() else "You died", 22)
why.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
col.add_child(why)
var where := UITheme.label(note, 16, UITheme.TEXT_DIM)
where.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
col.add_child(where)
var btn := Button.new()
btn.custom_minimum_size = Vector2(220, 46)
btn.size_flags_horizontal = Control.SIZE_SHRINK_CENTER
btn.disabled = true
btn.text = "Respawn (%d)" % ceili(delay)
col.add_child(btn)
btn.pressed.connect(func():
hide_death()
respawn.call())
var tw := bg.create_tween()
tw.tween_property(bg, "color:a", 0.72, 0.9)
tw.parallel().tween_property(col, "modulate:a", 1.0, 0.9)
# Count down, then let them go.
for k in range(1, ceili(delay)):
var left := ceili(delay) - k
get_tree().create_timer(float(k)).timeout.connect(func():
if is_instance_valid(btn) and btn.disabled:
btn.text = "Respawn (%d)" % left)
get_tree().create_timer(delay).timeout.connect(func():
if is_instance_valid(btn):
btn.disabled = false
btn.text = "Respawn"
btn.grab_focus())
func is_dead_screen() -> bool:
return _death != null and is_instance_valid(_death)
func hide_death() -> void:
if is_dead_screen():
_death.queue_free()
_death = null
player.ui_open = false
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
## Closes the inventory / menu (e.g. on death).
func close_screens() -> void:
if _screen.is_open():
@@ -221,6 +287,8 @@ func _on_inventory_requested(container: Node) -> void:
## ESC: close the inventory if it's open, otherwise toggle the pause menu.
func _input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_ESCAPE:
if is_dead_screen():
return # (respawn first)
if _screen.is_open():
_screen.close()
elif _menu.is_open():

View File

@@ -88,6 +88,7 @@ func bind(p: CharacterBody3D) -> void:
wr.add_child(_worn_btn)
pv.add_child(wr)
player.worn_changed.connect(_refresh)
PlayerNet.cursor_changed.connect(_on_server_cursor)
pp.add_child(pv)
row.add_child(pp)
@@ -142,14 +143,13 @@ func open(chest: Node) -> void:
_refresh()
func close() -> void:
if _cursor != null:
if WorldNet.is_client():
PlayerNet.ask("close") # the server puts the cursor back in our bag
_cursor = null
elif _cursor != null:
var left: int = player.inventory.add(_cursor.id, _cursor.count)
if left > 0 and container != null and is_instance_valid(container):
if WorldNet.is_client():
WorldNet.chest_put(container, {"id": _cursor.id, "count": left})
left = 0
else:
left = container.inventory.add(_cursor.id, left)
left = container.inventory.add(_cursor.id, left)
_cursor = null
if container != null and is_instance_valid(container) and container.inventory.changed.is_connected(_refresh):
container.inventory.changed.disconnect(_refresh)
@@ -193,11 +193,16 @@ func _rebuild_chest() -> void:
_chest_grid.add_child(s)
_chest_slots.append(s)
## Online the server does every click (player_net.gd). Clicks in our own
## bag also happen here straight away, so dragging doesn't wait on the
## network; the server's copy replaces ours once it's caught up.
func _on_player_slot(i: int, right: bool, shift: bool) -> void:
if shift and container != null:
Actions.transfer(player, player.inventory, i, container.inventory, container)
else:
_cursor = player.inventory.click(i, _cursor, right)
if WorldNet.is_client():
PlayerNet.ask("inv_click", [0, i, right])
_refresh()
func _on_chest_slot(i: int, right: bool, shift: bool) -> void:
@@ -206,26 +211,17 @@ func _on_chest_slot(i: int, right: bool, shift: bool) -> void:
if shift:
Actions.transfer(player, container.inventory, i, player.inventory, container)
elif WorldNet.is_client():
# A shared chest: the server does the click (someone else may be in
# it too) and hands back what we're holding.
if WorldNet.chest_busy:
return
var held = _cursor
_cursor = null
WorldNet.chest_click(container, i, held, right, _on_chest_cursor)
# A shared chest (someone else may be in it too): only the server's
# answer counts.
PlayerNet.ask("inv_click", [WorldNet.nid(container), i, right])
else:
_cursor = container.inventory.click(i, _cursor, right)
_refresh()
func _on_chest_cursor(stack) -> void:
if visible:
_cursor = stack
_refresh()
elif stack != null:
# Closed in the meantime: into our bag (or the ground).
var left: int = player.inventory.add(stack.id, stack.count)
if left > 0:
player.get_parent().drop_item(stack.id, left, Transform3D(Basis(), player.global_position + Vector3(0, 0.1, 0)))
## Online: what the server says we're holding.
func _on_server_cursor(stack) -> void:
_cursor = stack if visible else null
_refresh()
func _refresh() -> void:
if player == null:

View File

@@ -65,6 +65,14 @@ var bed_spawn := Vector3.ZERO ## position of the bed you respawn at
func is_online() -> bool:
return not menu_mode and Net.state == "connected"
var _loading := false ## applying a save: defer support recompute
var _applying := false ## applying a save or snapshot: not news for the server's players
## Server only: changes to the island, wherever they came from (a player's
## request, a collapse, a death), for world_net.gd to send to everyone.
signal piece_added(piece: Node3D)
signal pieces_removed(gone: Array, fell: Array)
signal dropped_added(item: Node3D)
signal saved
func _ready() -> void:
_autosave_left = autosave_seconds
@@ -151,12 +159,15 @@ func air_warmth(pos: Vector3, sheltered: bool = false) -> float:
return w
## 0..1 heat from fires and a held torch.
func heat_at(pos: Vector3) -> float:
## `holder` is whose torch counts (default: the local player; on a server,
## each player's character).
func heat_at(pos: Vector3, holder: Node = null) -> float:
var h := 0.0
for n in get_tree().get_nodes_in_group("heat"):
h = maxf(h, n.heat_at(pos))
if player.hands != null:
h = maxf(h, player.hands.held_heat())
var who: Node = holder if holder != null else player
if who.get("hands") != null:
h = maxf(h, who.hands.held_heat())
return h
## Death: everything you carried goes into a grave where you fell, and you
@@ -176,16 +187,34 @@ func _on_player_died() -> void:
if st != null:
has_items = true
if has_items:
var gxf := Transform3D(Basis(Vector3.UP, player.rotation.y), pos)
if net_sync != null:
WorldNet.place("grave", gxf, player.inventory.to_data()) # the server puts it in the shared world
else:
var grave := spawn_piece(ItemDB.get_item("grave"), gxf)
grave.inventory.load_data(player.inventory.to_data())
var grave := spawn_piece(ItemDB.get_item("grave"), Transform3D(Basis(Vector3.UP, player.rotation.y), pos))
grave.inventory.load_data(player.inventory.to_data())
player.inventory.load_data(Inventory.new(player.inventory.size()).to_data())
# The death screen: you stay down for a few seconds, then Respawn.
# (Headless, with no screen, you wake straight away.)
dead_waiting = true
player.velocity = Vector3.ZERO
player.set_physics_process(false)
if hud != null:
hud.close_screens()
var bed := spawn_bed() if net_sync == null else null # (online: beds aren't shared until M2.4)
hud.show_death(player.survival.cause, _death_note(has_items, spawn_bed() != null), RESPAWN_DELAY, respawn_after_death)
else:
respawn_after_death()
const RESPAWN_DELAY := 3.0 ## seconds on the death screen before you can respawn
var dead_waiting := false ## dead, on the death screen
static func _death_note(has_items: bool, to_bed: bool) -> String:
return "%s\nYou'll wake %s." % ["Your belongings are in a grave where you fell." if has_items else "You had nothing on you.",
"at your bed" if to_bed else "at the island start"]
## Respawn (the death screen's button): at your bed, or the island start.
func respawn_after_death() -> void:
if not dead_waiting:
return
dead_waiting = false
player.set_physics_process(true)
var bed := spawn_bed()
if bed != null:
_respawn_at_bed(bed)
else:
@@ -194,7 +223,17 @@ func _on_player_died() -> void:
has_bed_spawn = false
Actions.notify.emit("Your bed is gone, so you woke at the island start")
player.survival.reset_after_death()
Actions.notify.emit("You died. Your belongings are in your grave." if has_items else "You died.")
## Online: the server says we died. Same screen; Respawn asks the server.
func died_online(text: String, has_items: bool, to_bed: bool) -> void:
dead_waiting = true
player.velocity = Vector3.ZERO
player.set_physics_process(false)
if hud != null:
hud.close_screens()
hud.show_death(text, _death_note(has_items, to_bed), RESPAWN_DELAY, func(): PlayerNet.ask("respawn"))
else:
get_tree().create_timer(RESPAWN_DELAY + 0.1).timeout.connect(func(): PlayerNet.ask("respawn"))
# --- beds and sleeping ------------------------------------------------------
@@ -217,9 +256,21 @@ func _respawn_at_bed(bed: Node3D) -> void:
player.rotation = Vector3(0.0, bed.global_basis.get_euler().y + PI, 0.0)
player.get_node("Camera3D").rotation.x = 0.0
## Online: the server says we died (or were moved) and puts us here.
func respawn_from_server(at: Vector3, yaw: float) -> void:
dead_waiting = false
player.set_physics_process(true)
if hud != null:
hud.close_screens()
hud.hide_death()
player.global_position = at
player.velocity = Vector3.ZERO
player.rotation = Vector3(0.0, yaw, 0.0)
player.get_node("Camera3D").rotation.x = 0.0
## Why you can't sleep in `bed` right now ("" = you can).
func sleep_block_reason(bed: Node3D) -> String:
if is_online():
if is_online() or server_mode:
return "Sleeping on a server isn't in yet (everyone would have to agree)"
var h: float = day_night.hours()
if h > 5.5 and h < 19.5:
@@ -334,12 +385,17 @@ func save_now() -> bool:
_autosave_left = autosave_seconds
if not Saves.has_world():
return false
if dead_waiting and not server_mode:
respawn_after_death() # never save someone lying dead
if hud != null:
hud.hide_death()
var ok: bool = Saves.save_state(Saves.current_id, collect_save(), _session_time)
if ok:
_session_time = 0.0
if server_mode:
if not ok:
printerr("[server] saving the world FAILED")
saved.emit() # (the players' characters save with it)
else:
Actions.notify.emit("Game saved" if ok else "Save FAILED")
return ok
@@ -502,6 +558,11 @@ func remove_pieces_net(gone: Array, collapsed_nids: Array) -> void:
_update_grass_cuts()
func apply_save(s: Dictionary, with_player: bool = true) -> void:
_applying = true
_apply_save(s, with_player)
_applying = false
func _apply_save(s: Dictionary, with_player: bool) -> void:
var p: Dictionary = s.get("player", {}) if with_player else {}
if p.has("pos"):
player.global_position = Vector3(p.pos[0], p.pos[1] + 0.05, p.pos[2])
@@ -596,16 +657,21 @@ func placement_valid(def: Dictionary, xf: Transform3D) -> bool:
q.exclude = [terrain.get_node("TerrainBody").get_rid(), player.get_rid()]
return get_world_3d().direct_space_state.intersect_shape(q, 1).is_empty()
func spawn_piece(def: Dictionary, xf: Transform3D) -> Node3D:
## `extra` is the piece's own state (a grave's owner, a door left open...).
func spawn_piece(def: Dictionary, xf: Transform3D, extra: Dictionary = {}) -> Node3D:
var script: Script = PIECES.get(def.place.piece, preload("res://scripts/building/piece.gd"))
var piece: StaticBody3D = script.new()
piece.setup(def)
_pieces.add_child(piece)
piece.global_transform = xf
if not extra.is_empty() and piece.has_method("load_extra"):
piece.load_extra(extra)
if piece.is_in_group("build") and not _loading:
build.recompute()
if piece.kind == "floor":
_update_grass_cuts()
if server_mode and not _applying:
piece_added.emit(piece)
return piece
## Grass doesn't grow up through floors.
@@ -636,6 +702,8 @@ func _go_online() -> void:
_spawn = Net.world_info.get("island_spawn", _spawn)
var start: Vector3 = Net.world_info.get("spawn", _spawn)
player.global_position = start + Vector3(0.0, 0.05, 0.0)
if Net.world_info.has("yaw"):
player.rotation.y = float(Net.world_info.yaw) # facing the way you were when you left
net_sync = preload("res://scripts/net/net_sync.gd").new()
net_sync.name = "NetSync"
add_child(net_sync)
@@ -645,8 +713,9 @@ func _go_online() -> void:
# The island's changes come from the server from now on.
props.regrow_enabled = false
WorldNet.join_world(self)
PlayerNet.join_world(self) # and our inventory and stats
if hud != null:
var bar := UITheme.label("Online: %s · the island is shared; your inventory isn't saved yet, and there are no animals yet" \
var bar := UITheme.label("Online: %s · no animals, hunting or fishing on servers yet" \
% Net.server_info.get("server_name", "server"), 14, UITheme.TEXT_DIM)
bar.position = Vector2(16, 40)
$HUD.add_child(bar)
@@ -654,6 +723,7 @@ func _go_online() -> void:
func _on_net_left(_reason: String) -> void:
WorldNet.leave_world()
PlayerNet.leave_world()
if is_inside_tree():
get_tree().paused = false
get_tree().auto_accept_quit = true
@@ -661,10 +731,10 @@ func _on_net_left(_reason: String) -> void:
## Leaves `count` of an item lying in the world at `xf` (an arrow stuck in a
## tree, a thrown spear, meat that didn't fit). Saved with the world.
## Online, the server puts it in the shared world (and returns null here).
## Online only the server drops things (our game never does: returns null).
func drop_item(id: String, count: int, xf: Transform3D) -> Node3D:
if net_sync != null:
WorldNet.drop(id, count, xf)
push_warning("[world] drop_item(%s) on a client: only the server drops items" % id)
return null
return _make_dropped(id, count, xf)
@@ -675,6 +745,8 @@ func _make_dropped(id: String, count: int, xf: Transform3D) -> Node3D:
pk.dropped = true
_dropped.add_child(pk)
pk.global_transform = xf
if server_mode and not _applying:
dropped_added.emit(pk)
return pk
## Casts a fishing float (Actions validated it). One at a time.
@@ -708,8 +780,12 @@ func remove_piece(piece: Node3D, refund_to: Node3D = null) -> int:
_pieces.remove_child(piece)
piece.queue_free()
if not was_build:
if server_mode:
pieces_removed.emit([piece], [])
return 0
var weak: Array = build.recompute()
if server_mode:
pieces_removed.emit([piece] + weak, weak)
for w in weak:
if refund_to != null:
Actions._give(refund_to, w.item_id, 1)