J3a: the journey on a server. A server per land (Lands: the hub starts land servers on demand over a private link), the cliff tunnel online, crossings with one-time passes, shared characters that remember their land, one clock from the hub; test_net_lands
This commit is contained in:
@@ -102,8 +102,14 @@ func read_meta(id: String) -> Dictionary:
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# saves are unchanged; the others are worldlets/<id>.json. meta.json's
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# "worldlet" is where you are now, so that's the one loaded.
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## A land server (J3, `--land cove`) runs one worldlet of a server's world:
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## this is that worldlet ("" = whatever the world's meta says).
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var land := ""
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## The worldlet world `id` is being played in now.
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func worldlet_of(id: String) -> String:
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if not land.is_empty():
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return land
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return String(read_meta(id).get("worldlet", "valley"))
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## The worldlet world `id` began in (its world.json).
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375
scripts/net/lands.gd
Normal file
375
scripts/net/lands.gd
Normal file
@@ -0,0 +1,375 @@
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extends Node
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## Autoload "Lands" (J3, docs/WORLDLETS_DESIGN.md: a server per land).
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##
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## A server's world can span several lands (worldlets). The server players
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## join, on the usual port, runs the world's home land (the Valley) and is the
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## **hub**. When someone first heads for another land, the hub starts a
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## **land server** for it: the same game, headless, on the next port (24243
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## for the Cove, and so on), with `--land cove`. It shares the hub's config
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## and world folder (worlds/<world>/: that land's state is
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## worldlets/<land>.json, and characters are in players/, shared by all), so
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## a character saved by one is loaded by the next. A land server stops a
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## couple of minutes after its last player leaves, and whenever the hub
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## stops.
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##
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## Hub and land servers talk over a private TCP link on 127.0.0.1 (one JSON
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## object per line), never seen from outside. J3a carries: the land's
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## "ready" (listening), its player count, the hub's clock, one-time passes
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## for players crossing over, and asks about the tunnel.
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##
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## A crossing (PlayerNet, server side): the player's character is saved with
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## where they're heading; the hub (or the land server, back the other way)
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## makes a one-time pass, makes sure the other server is up, and sends the
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## player's game `{port, pass, land}`. The game reconnects there with the
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## pass (Net.join(..., pass)), and that server lets them straight in.
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signal land_ready(land: String) ## hub: a land server is listening
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signal hub_message(msg: Dictionary) ## land server: something from the hub
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const LINK_PORT_OFFSET := 100 ## the hub's private link: its game port + 100 (24342)
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const IDLE_STOP_SECONDS := 120.0 ## a land server with nobody on stops after this
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const PASS_SECONDS := 60.0 ## a pass not used by then is no good
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var hub := false ## this server is the hub
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var land := "" ## this server is a land server, running this land
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var hub_port := 0 ## (land server) the hub's game port
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## Hub: the land servers it's running. land -> {"pid", "port", "io", "conn", "players", "ready", "idle"}
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var servers: Dictionary = {}
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var _link: TCPServer
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var _unclaimed: Array = [] ## links not yet saying which land they are
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## One-time passes, wherever a player is arriving: pass -> {"id", "t", "land"}
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var passes: Dictionary = {}
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## Land server: the link to the hub.
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var _hub: StreamPeerTCP
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var _hub_link: Dictionary = {} ## {"conn": _hub, "buf": the partial line}
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# --- setup (called by Net.start_server) ------------------------------------------------
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## Called once a server is listening. `args` are the command-line flags.
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func server_started(args: Dictionary) -> void:
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land = String(args.get("land", ""))
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if not land.is_empty():
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hub_port = int(args.get("hub-port", Net.DEFAULT_PORT))
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_hub = StreamPeerTCP.new()
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_hub.connect_to_host("127.0.0.1", hub_port + LINK_PORT_OFFSET)
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_hub_link = {"conn": _hub, "buf": ""}
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return
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hub = true
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_link = TCPServer.new()
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var err := _link.listen(game_port() + LINK_PORT_OFFSET, "127.0.0.1")
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if err != OK:
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push_warning("[lands] couldn't open the private link on %d (error %d): no other lands this run" % [game_port() + LINK_PORT_OFFSET, err])
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_link = null
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## Called as a server stops: stops every land server it started.
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func server_stopped() -> void:
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for l in servers:
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_send_land(l, {"t": "stop"})
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var pids: Array = servers.values().map(func(s): return int(s.pid))
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if not pids.is_empty():
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get_tree().create_timer(6.0).timeout.connect(func():
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for pid in pids:
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if pid != 0 and OS.is_process_running(pid):
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OS.kill(pid))
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servers.clear()
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_unclaimed.clear()
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if _link != null:
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_link.stop()
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_link = null
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if _hub != null:
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_hub.disconnect_from_host()
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_hub = null
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hub = false
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land = ""
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passes.clear()
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func game_port() -> int:
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return int(Net.config.v("port")) if Net.config != null else Net.DEFAULT_PORT
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## The worldlet this server runs.
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func here() -> String:
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return land if not land.is_empty() else String(Net.config.v("worldlet")) if Net.config != null else "valley"
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## The port land `l` runs on: the hub's, then one up for each land after it
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## in the journey's order (data/worldlets: next).
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func port_for(l: String) -> int:
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if l == home():
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return hub_port if not land.is_empty() else game_port()
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var base := hub_port if not land.is_empty() else game_port()
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return base + 1 + maxi(_order().find(l), 0)
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## The world's home land (the hub's).
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func home() -> String:
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return String(Net.config.v("worldlet")) if Net.config != null else "valley"
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## Every land after home, in the order the journey reaches them.
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func _order() -> Array:
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var out: Array = []
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var at := home()
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for _i in range(16):
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var d: Dictionary = load("res://scripts/world/terrain.gd").load_worldlet(at)
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var nxt := ""
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for c in d.get("next", []):
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if c is Dictionary and not String(c.get("to", "")) in out and String(c.get("to", "")) != home():
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nxt = String(c.to)
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break
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if nxt.is_empty():
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break
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out.append(nxt)
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at = nxt
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return out
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# --- passes -------------------------------------------------------------------------
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## A one-time pass for player `id` to come into land `l`.
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func make_pass(id: String, l: String) -> String:
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var p := Crypto.new().generate_random_bytes(16).hex_encode()
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passes[p] = {"id": id, "t": 0.0, "land": l}
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return p
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## Whether `p` lets player `id` in here (it's used up either way).
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func take_pass(p: String, id: String) -> bool:
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if not passes.has(p):
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return false
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var e: Dictionary = passes[p]
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passes.erase(p)
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return String(e.id) == id and float(e.t) < PASS_SECONDS
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# --- the hub ------------------------------------------------------------------------
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## Makes sure land `l` has a server (starting one if not). Calls `then`
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## (with "" or what went wrong) once it's listening.
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func ensure(l: String, then: Callable) -> void:
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if not hub:
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then.call("this isn't the hub")
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return
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if servers.has(l) and bool(servers[l].ready):
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servers[l].idle = 0.0
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then.call("")
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return
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if not servers.has(l):
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var why := _start(l)
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if not why.is_empty():
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then.call(why)
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return
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var waiting: Callable
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waiting = func(which: String):
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if which == l:
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land_ready.disconnect(waiting)
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then.call("")
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land_ready.connect(waiting)
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func _start(l: String) -> String:
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var args := PackedStringArray(["--headless"])
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if not OS.has_feature("template"):
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args.append_array(["--path", ProjectSettings.globalize_path("res://")])
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args.append_array(["--", "--server", "--land", l, "--port", str(port_for(l)), "--hub-port", str(game_port()),
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"--config", ProjectSettings.globalize_path(Net.config.path), "--exit-with", str(OS.get_process_id())])
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for k in ["no-creatures", "debug-cheats"]:
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if Net._args.has(k):
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args.append("--" + k)
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if Net._args.has("host-id"):
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args.append_array(["--host-id", String(Net._args["host-id"])]) # (a hosted game: the host leaving stops it all)
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var p: Dictionary = OS.execute_with_pipe(OS.get_executable_path(), args, false)
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if p.is_empty():
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return "couldn't start the %s's server" % l
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var log := FileAccess.open(Net.config.path.get_base_dir().path_join("land-%s.log" % l), FileAccess.WRITE)
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servers[l] = {"pid": int(p.pid), "port": port_for(l), "io": p.stdio, "log": log, "conn": null,
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"players": 0, "ready": false, "idle": 0.0}
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print("[lands] starting the %s's server on UDP %d" % [l, port_for(l)])
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return ""
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func _process(delta: float) -> void:
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for p in passes.keys():
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passes[p].t += delta
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if float(passes[p].t) > PASS_SECONDS:
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passes.erase(p)
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if hub:
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_hub_tick(delta)
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elif not land.is_empty():
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_land_tick()
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func _hub_tick(delta: float) -> void:
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if _link != null:
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while _link.is_connection_available():
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var c := _link.take_connection()
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_unclaimed.append({"conn": c, "buf": ""})
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for u in _unclaimed.duplicate():
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var claimed := ""
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for msg in _read(u):
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if claimed.is_empty():
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if String(msg.get("t", "")) == "hello" and servers.has(String(msg.land)):
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claimed = String(msg.land)
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servers[claimed].conn = u.conn
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_unclaimed.erase(u)
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else:
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_from_land(claimed, msg) # (what came in the same read: "ready", most likely)
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if not claimed.is_empty():
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servers[claimed].buf = u.buf
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for l in servers.keys():
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var s: Dictionary = servers[l]
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_drain_output(s)
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if int(s.pid) != 0 and not OS.is_process_running(int(s.pid)):
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print("[lands] the %s's server stopped" % l)
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_drain_output(s)
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servers.erase(l)
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continue
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if s.conn != null:
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for msg in _read(s):
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_from_land(l, msg)
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s.idle = float(s.idle) + delta if int(s.players) == 0 and bool(s.ready) else 0.0
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if float(s.idle) > IDLE_STOP_SECONDS:
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print("[lands] nobody in the %s for %d s: stopping its server" % [l, int(IDLE_STOP_SECONDS)])
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_send_land(l, {"t": "stop"})
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s.idle = -INF # (asked once)
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## A land server's output goes to land-<land>.log beside server.json.
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func _drain_output(s: Dictionary) -> void:
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if s.io == null:
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return
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for _i in range(16):
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var chunk: PackedByteArray = s.io.get_buffer(8192)
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if chunk.is_empty():
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break
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if s.log != null:
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s.log.store_string(chunk.get_string_from_utf8())
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s.log.flush()
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func _from_land(l: String, msg: Dictionary) -> void:
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match String(msg.get("t", "")):
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"ready":
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servers[l].ready = true
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_send_land(l, {"t": "clock", "day": Net._world.day_night.day, "time": Net._world.day_night.time})
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_send_land(l, {"t": "tunnel", "dug": _tunnel_dug_here()})
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land_ready.emit(l)
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"players":
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servers[l].players = int(msg.n)
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"pass":
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# A player there is coming back here: let them in with this pass.
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passes[String(msg.pass)] = {"id": String(msg.id), "t": 0.0, "land": home()}
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"tunnel?":
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_send_land(l, {"t": "tunnel", "dug": _tunnel_dug_here()})
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"host_left":
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Net._host_left.call_deferred()
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## Sends `msg` to land `l`'s server.
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func _send_land(l: String, msg: Dictionary) -> void:
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if not servers.has(l) or servers[l].conn == null:
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return
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var c: StreamPeerTCP = servers[l].conn
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c.poll()
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if c.get_status() == StreamPeerTCP.STATUS_CONNECTED:
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c.put_data((JSON.stringify(msg) + "\n").to_utf8_buffer())
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## Hub: tells every land how far the cliff tunnel's dug (the Cove's sea
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## cave leads up it once it's through).
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func push_tunnel(dug: int) -> void:
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for l in servers:
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_send_land(l, {"t": "tunnel", "dug": dug})
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func _tunnel_dug_here() -> int:
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var t: Node3D = Net._world.tunnel if Net._world != null else null
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return int(t.dug) if t != null else 0
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## Hub: tells every land the clock (so there's one clock everywhere).
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func push_clock(day: int, time: float) -> void:
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for l in servers:
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_send_land(l, {"t": "clock", "day": day, "time": time})
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## Hub: a pass for player `id` to go to land `l` (the land server learns it).
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func pass_to(l: String, id: String) -> String:
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var p := make_pass(id, l)
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_send_land(l, {"t": "pass", "pass": p, "id": id})
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passes.erase(p) # (it's the land server's to take, not ours)
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return p
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# --- a land server --------------------------------------------------------------------
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var _said_hello := false
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var _last_players := -1
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var tunnel_dug := -1 ## (land server) how far the hub's tunnel is dug, last asked
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func _land_tick() -> void:
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if _hub == null:
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return
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_hub.poll()
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var st := _hub.get_status()
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if st == StreamPeerTCP.STATUS_CONNECTED:
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if not _said_hello:
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_said_hello = true
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send_hub({"t": "hello", "land": land})
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send_hub({"t": "ready"})
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var n := Net.players.size()
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if n != _last_players:
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_last_players = n
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send_hub({"t": "players", "n": n})
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for msg in _read(_hub_link):
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_from_hub(msg)
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elif st == StreamPeerTCP.STATUS_ERROR or (st == StreamPeerTCP.STATUS_NONE and _said_hello):
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print("[lands] lost the hub: saving and stopping")
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_hub = null
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Net.stop()
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get_tree().quit()
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func _from_hub(msg: Dictionary) -> void:
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match String(msg.get("t", "")):
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"stop":
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print("[lands] the hub asked us to stop: saving")
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_hub = null
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Net.stop()
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get_tree().quit()
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"pass":
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passes[String(msg.pass)] = {"id": String(msg.id), "t": 0.0, "land": land}
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"clock":
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if Net._world != null:
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var dn: Node = Net._world.day_night
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var was_day: int = dn.day
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var was_t: float = dn.time
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var secs: float = ((int(msg.day) - was_day) + (float(msg.time) - was_t)) * dn.day_length
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if secs > 1.0:
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Net._world.skip_time(secs) # (catching up: a slept night, or time nobody was here)
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dn.day = int(msg.day)
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dn.time = float(msg.time)
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dn.apply(true)
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Net.push_clock()
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"tunnel":
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tunnel_dug = int(msg.dug)
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hub_message.emit(msg)
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func send_hub(msg: Dictionary) -> void:
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if _hub != null and _hub.get_status() == StreamPeerTCP.STATUS_CONNECTED:
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_hub.put_data((JSON.stringify(msg) + "\n").to_utf8_buffer())
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## Land server: a pass for player `id` to go back to the hub.
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func pass_home(id: String) -> String:
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var p := Crypto.new().generate_random_bytes(16).hex_encode()
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send_hub({"t": "pass", "pass": p, "id": id})
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return p
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# --- the line protocol ------------------------------------------------------------------
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## Whole JSON lines waiting on `link` ({"conn", "buf"}); keeps the rest.
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func _read(link: Dictionary) -> Array:
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var c: StreamPeerTCP = link.conn
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if c == null:
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return []
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c.poll()
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if c.get_status() != StreamPeerTCP.STATUS_CONNECTED:
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return []
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var n := c.get_available_bytes()
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if n > 0:
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var got: Array = c.get_data(n)
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if int(got[0]) == OK:
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link.buf = String(link.get("buf", "")) + (got[1] as PackedByteArray).get_string_from_utf8()
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var out: Array = []
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var buf := String(link.get("buf", ""))
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while buf.contains("\n"):
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var line := buf.get_slice("\n", 0)
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buf = buf.substr(line.length() + 1)
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var m: Variant = JSON.parse_string(line)
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if m is Dictionary:
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out.append(m)
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link.buf = buf
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return out
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1
scripts/net/lands.gd.uid
Normal file
1
scripts/net/lands.gd.uid
Normal file
@@ -0,0 +1 @@
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uid://cl2iw0a328ja8
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@@ -191,6 +191,10 @@ func start_server(config_path: String, overrides: Dictionary = {}) -> String:
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if overrides.has(flag):
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var v: Variant = overrides[flag]
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config.overrides[map[flag]] = int(v) if map[flag] in ["port", "max_players", "seed"] else String(v)
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# A land server (J3, lands.gd) runs another land of the hub's world.
|
||||
Saves.land = String(overrides.get("land", ""))
|
||||
if not Saves.land.is_empty():
|
||||
config.overrides["port"] = int(overrides.get("port", config.v("port")))
|
||||
# The shared island (world_net.gd): the same terrain and scenery every
|
||||
# client generates from the seed, plus everything players changed.
|
||||
_world = WorldNet.open_server_world(config)
|
||||
@@ -211,8 +215,10 @@ func start_server(config_path: String, overrides: Dictionary = {}) -> String:
|
||||
players.clear()
|
||||
_pending.clear()
|
||||
_set_state("server")
|
||||
print("[server] '%s' listening on UDP %d (max %d players%s). Config: %s" % [config.v("server_name"), port,
|
||||
Lands.server_started(overrides)
|
||||
print("[server] '%s' listening on UDP %d (max %d players%s%s). Config: %s" % [config.v("server_name"), port,
|
||||
int(config.v("max_players")), ", password set" if not String(config.v("password")).is_empty() else "",
|
||||
", the %s (a land server)" % Saves.land if not Saves.land.is_empty() else "",
|
||||
ProjectSettings.globalize_path(config.path)])
|
||||
return ""
|
||||
|
||||
@@ -231,6 +237,8 @@ func stop() -> void:
|
||||
local_peer = 0
|
||||
if _world != null:
|
||||
WorldNet.close_server_world() # saves it first
|
||||
Lands.server_stopped() # (and the hub's land servers with it)
|
||||
Saves.land = ""
|
||||
_world = null
|
||||
_terrain = null
|
||||
if state != "offline":
|
||||
@@ -252,7 +260,8 @@ func _on_peer_disconnected(id: int) -> void:
|
||||
_s2c_player_left.rpc(id)
|
||||
PlayerNet.server_leave(id) # saves their character
|
||||
WorldNet.peer_left(id)
|
||||
if _hosted_by(String(p.id)):
|
||||
# (The host crossing to another land hasn't left: only leaving the game does.)
|
||||
if _hosted_by(String(p.id)) and PlayerNet.land_of(String(p.id)) in ["", Lands.here()]:
|
||||
_host_left.call_deferred()
|
||||
players_changed.emit()
|
||||
|
||||
@@ -282,10 +291,12 @@ func _process(delta: float) -> void:
|
||||
## it every few seconds.
|
||||
func _tick_clock(delta: float) -> void:
|
||||
_clock_left -= delta
|
||||
if _clock_left <= 0.0 and not players.is_empty():
|
||||
if _clock_left <= 0.0 and (not players.is_empty() or not Lands.servers.is_empty()):
|
||||
_clock_left = CLOCK_INTERVAL
|
||||
for peer in players:
|
||||
_s2c_clock.rpc_id(peer, _world.day_night.day, _world.day_night.time)
|
||||
if Lands.hub:
|
||||
Lands.push_clock(_world.day_night.day, _world.day_night.time) # (one clock for every land)
|
||||
|
||||
# --- hosting from the title screen (M2.7) ------------------------------------------
|
||||
# "Host Game" runs a dedicated server as a separate, windowless copy of the
|
||||
@@ -414,7 +425,9 @@ func _hosted_by(id: String) -> bool:
|
||||
|
||||
func _host_left() -> void:
|
||||
print("[server] the host left: saving and stopping")
|
||||
stop() # (saves the world and everyone's characters)
|
||||
if not Lands.land.is_empty():
|
||||
Lands.send_hub({"t": "host_left"}) # (they left from another land: the hub stops too)
|
||||
stop() # (saves the world and everyone's characters, and stops the other lands)
|
||||
get_tree().quit()
|
||||
|
||||
# --- admin (chat.gd) ---------------------------------------------------------------
|
||||
@@ -456,11 +469,58 @@ func _s2c_weather(state: String) -> void:
|
||||
|
||||
signal weather_changed(state: String)
|
||||
|
||||
# --- crossing to another land (J3, lands.gd) ------------------------------------------
|
||||
|
||||
signal travelling(land: String) ## client: on our way to another land's server
|
||||
signal arrived(land: String) ## client: in, at the other land (the world reloads)
|
||||
|
||||
var _travel: Dictionary = {} ## client: {"land", "address", "pass"} while crossing
|
||||
var _hub_address := "" ## client: the address we joined (the hub's), for the host part
|
||||
|
||||
## Server: sends player `peer`'s game on to land `l` (its server's port, and
|
||||
## the pass that lets them in), then lets them go.
|
||||
func send_travel(peer: int, l: String, pass_: String) -> void:
|
||||
_s2c_travel.rpc_id(peer, {"land": l, "port": Lands.port_for(l), "pass": pass_})
|
||||
# (Their game goes on its own; this only tidies up one that doesn't.)
|
||||
get_tree().create_timer(3.0).timeout.connect(func():
|
||||
if _peer != null and is_server() and (players.has(peer) or _pending.has(peer)):
|
||||
_peer.disconnect_peer(peer))
|
||||
|
||||
@rpc("authority", "call_remote", "reliable")
|
||||
func _s2c_travel(d: Dictionary) -> void:
|
||||
var host := String(parse_address(_hub_address if not _hub_address.is_empty() else get_identity().last_server)[0])
|
||||
if host.is_empty():
|
||||
host = "127.0.0.1"
|
||||
_travel = {"land": String(d.land), "address": "%s:%d" % [host, int(d.port)], "pass": String(d.pass)}
|
||||
print("[net] on to the %s (%s)" % [d.land, _travel.address])
|
||||
travelling.emit(String(d.land))
|
||||
var pw := _pending_password
|
||||
_quiet_stop()
|
||||
join(String(_travel.address), pw, String(_travel.pass))
|
||||
|
||||
## Closes the connection without telling anyone we left (a crossing).
|
||||
func _quiet_stop() -> void:
|
||||
if _peer != null:
|
||||
_peer.close()
|
||||
_peer = null
|
||||
multiplayer.multiplayer_peer = null
|
||||
players.clear()
|
||||
_states.clear()
|
||||
_out_q.clear()
|
||||
_in_q.clear()
|
||||
local_peer = 0
|
||||
_set_state("offline")
|
||||
|
||||
func is_travelling() -> bool:
|
||||
return not _travel.is_empty()
|
||||
|
||||
## Everyone gets the clock now (after a night's sleep, an admin's /time).
|
||||
func push_clock() -> void:
|
||||
_clock_left = CLOCK_INTERVAL
|
||||
for peer in players:
|
||||
_s2c_clock.rpc_id(peer, _world.day_night.day, _world.day_night.time)
|
||||
if Lands.hub:
|
||||
Lands.push_clock(_world.day_night.day, _world.day_night.time)
|
||||
|
||||
## Where a player is, as far as the server knows.
|
||||
func player_pos(peer: int) -> Vector3:
|
||||
@@ -541,6 +601,12 @@ func move_problem(from: Vector3, to: Vector3, dt: float, teleported: bool) -> St
|
||||
return "too fast (%.0f m in %.2f s)" % [flat, dt]
|
||||
elif to.y - from.y > MAX_RISE * dt + MOVE_SLACK:
|
||||
return "rising too fast"
|
||||
# (Down the cliff tunnel, J1: its own space under the island, where its
|
||||
# rock is the ground. The way in and out is a server teleport.)
|
||||
if _world != null and _world.underground_at(to):
|
||||
return "" if teleported or _world.underground_at(from) else "into the tunnel without going in"
|
||||
if _world != null and _world.underground_at(from):
|
||||
return "out of the tunnel without climbing out"
|
||||
if not _terrain.inside_boundary(to.x, to.z, -3.0):
|
||||
return "outside the island"
|
||||
if to.y < _terrain.sample_height(to.x, to.z) - 1.5:
|
||||
@@ -594,8 +660,10 @@ func _c2s_hello(d: Dictionary) -> void:
|
||||
_reject(peer, "Different game version: this server runs Emberwild %s (protocol %d), you have protocol %d. %s" % [
|
||||
Updates.version, PROTOCOL, theirs, "Update the game to join." if theirs < PROTOCOL else "The server needs updating."])
|
||||
return
|
||||
# (A crossing to another land comes with a one-time pass instead, checked
|
||||
# once they've proved who they are: _c2s_proof.)
|
||||
var pw := String(config.v("password"))
|
||||
if not pw.is_empty() and String(d.get("password", "")) != pw:
|
||||
if not pw.is_empty() and String(d.get("password", "")) != pw and String(d.get("pass", "")).is_empty():
|
||||
_reject(peer, "Wrong password")
|
||||
return
|
||||
var nonce := Crypto.new().generate_random_bytes(32)
|
||||
@@ -619,6 +687,23 @@ func _c2s_proof(sig: PackedByteArray) -> void:
|
||||
if not why.is_empty():
|
||||
_reject(peer, why)
|
||||
return
|
||||
# Lands (J3): a land server only lets in someone crossing with a pass the
|
||||
# hub gave them; a pass anywhere must be theirs and fresh. And on the
|
||||
# hub, a character who's in another land is sent straight on there.
|
||||
var pass_ := String(hello.get("pass", ""))
|
||||
if not pass_.is_empty():
|
||||
if not Lands.take_pass(pass_, id):
|
||||
_reject(peer, "That way in has expired: join the server again")
|
||||
return
|
||||
elif not Lands.land.is_empty():
|
||||
_reject(peer, "Join this server's main address (this is one of its other lands)")
|
||||
return
|
||||
elif Lands.hub:
|
||||
var away: String = PlayerNet.land_of(id)
|
||||
if not away.is_empty() and away != Lands.home():
|
||||
_pending.erase(peer)
|
||||
PlayerNet.send_on(peer, id, away)
|
||||
return
|
||||
_pending.erase(peer)
|
||||
config.reserve_name(name, id)
|
||||
if config.data.admins.is_empty():
|
||||
@@ -641,7 +726,8 @@ func _c2s_proof(sig: PackedByteArray) -> void:
|
||||
# (The world's own seed: an existing world keeps the seed it was made with.)
|
||||
var world := {"seed": int(_terrain.noise_seed), "worldlet": String(_terrain.worldlet_id), "spawn": start, "yaw": yaw,
|
||||
"island_spawn": _spawn, "day": _world.day_night.day, "time": _world.day_night.time, "server_time": server_time,
|
||||
"weather": _world.weather.override}
|
||||
"weather": _world.weather.override,
|
||||
"tunnel_dug": Lands.tunnel_dug if not Lands.land.is_empty() else Lands._tunnel_dug_here()}
|
||||
_s2c_welcome.rpc_id(peer, {"you": peer, "server": config.public_info(), "players": players, "world": world})
|
||||
for other in players:
|
||||
if other != peer:
|
||||
@@ -683,7 +769,12 @@ static func parse_address(a: String) -> Array:
|
||||
return [a, DEFAULT_PORT]
|
||||
|
||||
## Connects to a server. The outcome arrives as `joined` or `join_failed`.
|
||||
func join(address: String, password: String = "") -> void:
|
||||
## `pass_` is a one-time pass from a crossing to another land (J3).
|
||||
func join(address: String, password: String = "", pass_: String = "") -> void:
|
||||
_pending_pass = pass_
|
||||
if pass_.is_empty():
|
||||
_hub_address = address.strip_edges()
|
||||
_travel = {}
|
||||
if state != "offline":
|
||||
stop()
|
||||
var me := get_identity()
|
||||
@@ -705,11 +796,13 @@ func join(address: String, password: String = "") -> void:
|
||||
_reject_reason = ""
|
||||
_pending_password = password
|
||||
_join_left = JOIN_TIMEOUT
|
||||
me.last_server = address.strip_edges()
|
||||
me.save_profile()
|
||||
if pass_.is_empty():
|
||||
me.last_server = address.strip_edges() # (always the hub's: rejoining sends you on)
|
||||
me.save_profile()
|
||||
_set_state("connecting")
|
||||
|
||||
var _pending_password := ""
|
||||
var _pending_pass := ""
|
||||
|
||||
func leave() -> void:
|
||||
var was := state
|
||||
@@ -722,7 +815,7 @@ func leave() -> void:
|
||||
func _on_connected() -> void:
|
||||
var me := get_identity()
|
||||
_c2s_hello.rpc_id(1, {"protocol": debug_protocol if debug_protocol != 0 else PROTOCOL, "name": me.name,
|
||||
"appearance": me.appearance, "public_key": me.public_pem, "password": _pending_password})
|
||||
"appearance": me.appearance, "public_key": me.public_pem, "password": _pending_password, "pass": _pending_pass})
|
||||
|
||||
@rpc("authority", "call_remote", "reliable")
|
||||
func _s2c_challenge(nonce: PackedByteArray) -> void:
|
||||
@@ -745,6 +838,10 @@ func _s2c_welcome(d: Dictionary) -> void:
|
||||
_set_state("connected")
|
||||
joined.emit()
|
||||
players_changed.emit()
|
||||
if not _travel.is_empty():
|
||||
var l := String(_travel.land)
|
||||
_travel = {}
|
||||
arrived.emit(l)
|
||||
|
||||
@rpc("authority", "call_remote", "reliable")
|
||||
func _s2c_rejected(reason: String) -> void:
|
||||
@@ -807,10 +904,17 @@ func _run_queue(q: Array) -> void:
|
||||
f.call()
|
||||
|
||||
func _fail(reason: String) -> void:
|
||||
stop_hosting() # (hosting and couldn't get in: don't leave the server running)
|
||||
var crossing := not _travel.is_empty()
|
||||
_travel = {}
|
||||
if not crossing:
|
||||
stop_hosting() # (hosting and couldn't get in: don't leave the server running)
|
||||
stop()
|
||||
last_reason = reason
|
||||
join_failed.emit(reason)
|
||||
if crossing:
|
||||
# (The world we were in is still on screen: it goes back to the title.)
|
||||
last_reason = "Couldn't get through to the next land (%s). Join again to carry on." % reason
|
||||
left.emit(last_reason)
|
||||
|
||||
func _on_connection_failed() -> void:
|
||||
_fail("Couldn't reach the server")
|
||||
@@ -818,6 +922,10 @@ func _on_connection_failed() -> void:
|
||||
func _on_server_disconnected() -> void:
|
||||
var was := state
|
||||
var reason := _reject_reason
|
||||
if not _travel.is_empty():
|
||||
if was == "connecting":
|
||||
_fail(reason if not reason.is_empty() else "the server hung up") # (the next land wouldn't have us)
|
||||
return # (the land we're leaving letting us go)
|
||||
stop_hosting()
|
||||
stop()
|
||||
if was == "connecting":
|
||||
|
||||
@@ -79,7 +79,15 @@ func server_join(peer: int, id: String, display: String) -> Vector3:
|
||||
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:
|
||||
var here_ := String(d.get("land", Lands.here())) == Lands.here()
|
||||
if here_ and d.has("arrive"):
|
||||
# Just crossed over: where the way in comes out (J3).
|
||||
pos = WorldNet.world.arrival_point(String(d.arrive))
|
||||
elif not here_:
|
||||
pos = Vector3.INF # (saved somewhere else: start at this land's start)
|
||||
var ok_spot: bool = pos.is_finite() and (WorldNet.world.underground_at(pos) \
|
||||
or (t.inside_boundary(pos.x, pos.z, 1.0) and pos.y > t.sample_height(pos.x, pos.z) - 1.0))
|
||||
if ok_spot:
|
||||
at = pos
|
||||
print("[server] %s's character loaded" % display)
|
||||
if at != Vector3.INF:
|
||||
@@ -127,10 +135,54 @@ func _save(p: Node3D) -> void:
|
||||
if f == null:
|
||||
printerr("[server] can't save %s's character" % p.display)
|
||||
return
|
||||
f.store_string(JSON.stringify(p.to_data(), "\t"))
|
||||
var d: Dictionary = p.to_data()
|
||||
# Which land the character's in (J3: characters are shared by every land
|
||||
# of the world); heading somewhere, it's there they'll turn up next.
|
||||
d["land"] = String(p.get_meta("heading", Lands.here()))
|
||||
if p.has_meta("arrive"):
|
||||
d["arrive"] = String(p.get_meta("arrive"))
|
||||
f.store_string(JSON.stringify(d, "\t"))
|
||||
f.close()
|
||||
DirAccess.rename_absolute(tmp, path)
|
||||
|
||||
## Which land player `id`'s character is in ("" = not saved yet, or here).
|
||||
func land_of(id: String) -> String:
|
||||
return String(_read(_file(id)).get("land", ""))
|
||||
|
||||
## The hub: player `id` (at `peer`, not let in yet) left their character in
|
||||
## land `l`: start its server if need be and send them on there.
|
||||
func send_on(peer: int, id: String, l: String) -> void:
|
||||
print("[server] %s's character is in the %s: sending them on" % [id.substr(0, 8), l])
|
||||
Lands.ensure(l, func(why: String):
|
||||
if not why.is_empty():
|
||||
Net._reject(peer, "The %s isn't open right now (%s)" % [l, why])
|
||||
return
|
||||
Net.send_travel(peer, l, Lands.pass_to(l, id)))
|
||||
|
||||
## A crossing, on the server (the tunnel's sea cave, the cave back up): the
|
||||
## character is saved as heading for `to`, arriving at `arrive`, and their
|
||||
## game is sent on (to a land server, or back to the hub).
|
||||
func cross(peer: int, to: String, arrive: String) -> void:
|
||||
var p: Node3D = proxies.get(peer)
|
||||
if p == null or p.has_meta("heading"):
|
||||
return
|
||||
p.set_meta("heading", to)
|
||||
p.set_meta("arrive", arrive)
|
||||
_save(p)
|
||||
var id: String = p.player_id
|
||||
print("[server] %s crosses to the %s" % [p.display, to])
|
||||
if to == Lands.home() and not Lands.land.is_empty():
|
||||
Net.send_travel(peer, to, Lands.pass_home(id))
|
||||
return
|
||||
Lands.ensure(to, func(why: String):
|
||||
if not why.is_empty():
|
||||
p.remove_meta("heading")
|
||||
p.remove_meta("arrive")
|
||||
_save(p)
|
||||
tell(peer, "The way's blocked for now (%s)" % why)
|
||||
return
|
||||
Net.send_travel(peer, to, Lands.pass_to(to, id)))
|
||||
|
||||
static func _read(path: String) -> Dictionary:
|
||||
if not FileAccess.file_exists(path):
|
||||
return {}
|
||||
@@ -300,8 +352,42 @@ func _run(p: Node3D, what: String, a: Array) -> void:
|
||||
"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):
|
||||
if n == null and w.tunnel != null:
|
||||
var f: Node3D = w.tunnel.face_by_uid(_s(a, 0)) # (the cliff tunnel's seam or face)
|
||||
if f != null and at.is_finite():
|
||||
Actions.harvest_hit(p, f, at) # (the tunnel tells everyone: tunnel.gd)
|
||||
elif 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)
|
||||
"tunnel_prop":
|
||||
if w.tunnel != null:
|
||||
w.tunnel.set_prop(p, _i(a, 0))
|
||||
"tunnel_go":
|
||||
# Down into the cliff tunnel, or back out at the top: a teleport
|
||||
# the server makes (the tunnel's under the island), from nearby.
|
||||
var t: Node3D = w.tunnel
|
||||
if t == null or not t.opened:
|
||||
return
|
||||
var go_in := _s(a, 0) == "in"
|
||||
var from: Vector3 = t.seam_out if go_in else t.top
|
||||
if p.global_position.distance_to(from) > 4.5:
|
||||
return
|
||||
if go_in:
|
||||
t.go_in(p)
|
||||
else:
|
||||
t.go_out(p)
|
||||
Net.teleport(p.peer, p.global_position)
|
||||
_s2c_respawn.rpc_id(p.peer, p.global_position, p.rotation.y, "")
|
||||
"cross":
|
||||
# The sea cave's mouth (the Valley), or the sea cave (the Cove).
|
||||
var where := _s(a, 0)
|
||||
if where == "tunnel" and w.tunnel != null and w.tunnel.dug >= w.tunnel.STRETCHES \
|
||||
and p.global_position.distance_to(w.tunnel.cave_mouth) < 4.0:
|
||||
cross(p.peer, w.tunnel.to, "sea_cave")
|
||||
elif where == "sea_cave" and w.sea_cave != null and w.sea_cave.open() \
|
||||
and p.global_position.distance_to(w.sea_cave.front) < 6.0:
|
||||
cross(p.peer, w.sea_cave.to, "tunnel_bottom")
|
||||
elif where == "sea_cave" and w.sea_cave != null:
|
||||
tell(p.peer, w.sea_cave.interact_prompt(p))
|
||||
"pickup":
|
||||
var key := _s(a, 0)
|
||||
var pk: Node3D = WorldNet.find_pickup(key)
|
||||
@@ -456,6 +542,12 @@ func _run(p: Node3D, what: String, a: Array) -> void:
|
||||
w.day_night.apply(true)
|
||||
w.weather.snap()
|
||||
Net.push_clock()
|
||||
"debug_tunnel":
|
||||
# (tests) dig the cliff tunnel to `n` stretches, all propped.
|
||||
if cheats and w.tunnel != null:
|
||||
var n := clampi(_i(a, 0), 0, w.tunnel.STRETCHES)
|
||||
w.tunnel.load_data({"opened": true, "dug": n, "props": range(1, n + 1)})
|
||||
w.tunnel._tell_everyone()
|
||||
"debug_tp":
|
||||
var to := _v(a, 0)
|
||||
if cheats and to.is_finite():
|
||||
|
||||
@@ -369,6 +369,20 @@ func _s2c_node(uid: String, hp: float, point: Vector3, from: Vector3) -> void:
|
||||
func stones_state(d: Dictionary) -> void:
|
||||
_all("_s2c_stones", [d])
|
||||
|
||||
## The cliff tunnel changed (a blow on its face, a stretch dug, a prop set):
|
||||
## everyone here sees it, and the other lands hear how far it's dug.
|
||||
func tunnel_state(d: Dictionary) -> void:
|
||||
_all("_s2c_tunnel", [d])
|
||||
mark_changed()
|
||||
if Lands.hub:
|
||||
Lands.push_tunnel(int(d.get("dug", 0)))
|
||||
|
||||
@rpc("authority", "call_remote", "reliable")
|
||||
func _s2c_tunnel(d: Dictionary) -> void:
|
||||
if not is_client() or world.tunnel == null:
|
||||
return
|
||||
world.tunnel.load_data(d)
|
||||
|
||||
@rpc("authority", "call_remote", "reliable")
|
||||
func _s2c_stones(d: Dictionary) -> void:
|
||||
if not is_client() or world.stones == null:
|
||||
|
||||
@@ -51,6 +51,11 @@ func place(w: Node3D) -> bool:
|
||||
|
||||
## Whether the Valley's tunnel has been dug right down to here.
|
||||
func open() -> bool:
|
||||
var full: int = preload("res://scripts/world/tunnel.gd").STRETCHES
|
||||
if not Lands.land.is_empty():
|
||||
return Lands.tunnel_dug >= full # (a land server: the hub says how far it's dug)
|
||||
if world.is_online():
|
||||
return int(Net.world_info.get("tunnel_dug", 0)) >= full # (as the server said when we came in)
|
||||
if not Saves.has_world():
|
||||
return false
|
||||
var s: Dictionary = Saves.load_state(Saves.current_id, to)
|
||||
|
||||
@@ -88,7 +88,7 @@ func _ready() -> void:
|
||||
elif saves != null and saves.has_world():
|
||||
noise_seed = saves.world_seed()
|
||||
# (worlds from before worldlets have none: they're the Valley)
|
||||
worldlet_id = String(saves.read_meta(saves.current_id).get("worldlet", "valley"))
|
||||
worldlet_id = String(saves.worldlet_of(saves.current_id)) # (a land server's own land, or the world's)
|
||||
var why := use_worldlet(worldlet_id)
|
||||
if not why.is_empty():
|
||||
push_error("[terrain] %s: using the Valley" % why)
|
||||
|
||||
@@ -143,8 +143,20 @@ func dig_refusal(stage: int) -> String:
|
||||
return "It's loose: prop the last stretch first ([E] at its mouth, %d wood)" % PROP_WOOD
|
||||
return ""
|
||||
|
||||
## The face called `uid` (what a player's game asks the server to hit).
|
||||
func face_by_uid(uid: String) -> Node3D:
|
||||
return _face if _face != null and is_instance_valid(_face) and String(_face.uid) == uid and not _face.depleted else null
|
||||
|
||||
## On a server, everyone playing (and the other lands) hears how the tunnel
|
||||
## stands after each change.
|
||||
func _tell_everyone() -> void:
|
||||
if Net.is_server():
|
||||
WorldNet.tunnel_state(to_data())
|
||||
|
||||
func face_hit(f: Node) -> void:
|
||||
face_hp = f.hp
|
||||
if not f.depleted:
|
||||
_tell_everyone()
|
||||
|
||||
func face_broken(f: Node) -> void:
|
||||
face_hp = FACE_HP
|
||||
@@ -158,9 +170,14 @@ func face_broken(f: Node) -> void:
|
||||
else:
|
||||
Actions.notify.emit("The rock gives. Prop this stretch before you dig on")
|
||||
_rebuild.call_deferred()
|
||||
_tell_everyone()
|
||||
|
||||
## [E] at the mouth of stretch `k`: sets a timber prop there.
|
||||
## [E] at the mouth of stretch `k`: sets a timber prop there. (Online, your
|
||||
## game asks the server, which sets it and tells everyone.)
|
||||
func set_prop(player: Node, k: int) -> bool:
|
||||
if world.is_online():
|
||||
PlayerNet.ask("tunnel_prop", [k])
|
||||
return true
|
||||
if k < 1 or k > dug or props[k]:
|
||||
return false
|
||||
if player.inventory.count("wood") < PROP_WOOD:
|
||||
@@ -170,14 +187,22 @@ func set_prop(player: Node, k: int) -> bool:
|
||||
props[k] = true
|
||||
Actions.notify.emit("Propped. The next face is safe to dig")
|
||||
_rebuild.call_deferred()
|
||||
_tell_everyone()
|
||||
return true
|
||||
|
||||
# --- going in and out ----------------------------------------------------------
|
||||
|
||||
## (Online, your game asks the server, which moves you: player_net.gd.)
|
||||
func go_in(player: Node3D) -> void:
|
||||
if world.is_online() and player == world.player:
|
||||
PlayerNet.ask("tunnel_go", ["in"])
|
||||
return
|
||||
_move(player, top + Vector3(0, 0.1, 0), Vector3(1, 0, 0))
|
||||
|
||||
func go_out(player: Node3D) -> void:
|
||||
if world.is_online() and player == world.player:
|
||||
PlayerNet.ask("tunnel_go", ["out"])
|
||||
return
|
||||
_move(player, seam_out + Vector3(0, 0.2, 0), -Vector3(seam_at.x, 0.0, seam_at.z).normalized())
|
||||
|
||||
func _move(player: Node3D, at: Vector3, facing: Vector3) -> void:
|
||||
@@ -195,6 +220,7 @@ func to_data() -> Dictionary:
|
||||
return {"opened": opened, "dug": dug, "face_hp": face_hp, "props": p}
|
||||
|
||||
func load_data(d: Dictionary) -> void:
|
||||
var was := [opened, dug, props.duplicate()]
|
||||
opened = bool(d.get("opened", false))
|
||||
dug = clampi(int(d.get("dug", 0)), 0, STRETCHES)
|
||||
face_hp = float(d.get("face_hp", FACE_HP))
|
||||
@@ -202,6 +228,11 @@ func load_data(d: Dictionary) -> void:
|
||||
for k in d.get("props", []):
|
||||
if int(k) >= 1 and int(k) <= STRETCHES:
|
||||
props[int(k)] = true
|
||||
# (Online, a blow on the face only changes how much is left of it: no
|
||||
# need to rebuild the rock for that.)
|
||||
if was == [opened, dug, props] and _face != null and is_instance_valid(_face):
|
||||
_face.hp = clampf(face_hp, 0.5, _face.max_hp)
|
||||
return
|
||||
_rebuild()
|
||||
|
||||
# --- building it ---------------------------------------------------------------
|
||||
|
||||
@@ -366,8 +366,9 @@ func _on_terrain_ready() -> void:
|
||||
else:
|
||||
pr.free()
|
||||
# The journey's ways on (J1): the Valley's cliff tunnel and the Cove's sea
|
||||
# cave. Single-player for now (J3 brings travel online).
|
||||
if not server_mode and not menu_mode and not is_online():
|
||||
# cave. On a server too (J3): the server decides the digging and the
|
||||
# crossings, and every player's game has the same rock to see and walk.
|
||||
if not menu_mode:
|
||||
var tn := preload("res://scripts/world/tunnel.gd").new()
|
||||
tn.name = "Tunnel"
|
||||
add_child(tn)
|
||||
@@ -698,6 +699,7 @@ func _shared_state(harvested: Dictionary, regrow: Dictionary, taken: Array, drop
|
||||
"bear": bears.save_data() if bears != null else _saved_bear,
|
||||
"barrow": barrow.save_data() if barrow != null else {},
|
||||
"stones": stones.save_data() if stones != null else {},
|
||||
"tunnel": tunnel.to_data() if tunnel != null else {},
|
||||
}
|
||||
|
||||
## The live pieces (placed and not being removed).
|
||||
@@ -986,7 +988,15 @@ func underground_at(p: Vector3) -> bool:
|
||||
## at `arrive` ("sea_cave", "tunnel_bottom"). Each worldlet keeps its own
|
||||
## state file (Saves.state_path), so what you built here waits for you.
|
||||
func travel(to: String, arrive: String) -> void:
|
||||
if traveling or not Saves.has_world() or is_online() or server_mode:
|
||||
if server_mode:
|
||||
return # (on a server, the crossing is the player's game asking: player_net.gd "cross")
|
||||
if is_online():
|
||||
# The server checks, saves your character and sends you on (J3).
|
||||
if not traveling and Time.get_ticks_msec() > _cross_asked + 3000:
|
||||
_cross_asked = Time.get_ticks_msec()
|
||||
PlayerNet.ask("cross", ["tunnel" if arrive == "sea_cave" else "sea_cave"])
|
||||
return
|
||||
if traveling or not Saves.has_world():
|
||||
return
|
||||
traveling = true
|
||||
var id := Saves.current_id
|
||||
@@ -1011,6 +1021,25 @@ func travel(to: String, arrive: String) -> void:
|
||||
get_tree().change_scene_to_file.call_deferred(scene_file_path if not scene_file_path.is_empty() else "res://scenes/world.tscn")
|
||||
|
||||
signal travelled(to: String) ## saved and on the way to another worldlet
|
||||
var _cross_asked := -100000 ## (online: when we last asked the server to cross)
|
||||
|
||||
## Online (J3): the server's sending us on to another land's server.
|
||||
func _on_net_travelling(to: String) -> void:
|
||||
traveling = true
|
||||
player.set_physics_process(false)
|
||||
if net_sync != null:
|
||||
net_sync.set_process(false) # (nothing more to tell the land we're leaving,
|
||||
net_sync.set_physics_process(false) # nor the next one about this one)
|
||||
if hud != null:
|
||||
hud.toast("On to the %s..." % Terrain.worldlet_name(to))
|
||||
hud.fade(func(): pass)
|
||||
|
||||
## Online: in at the other land: the world reloads as that land (its terrain
|
||||
## comes from what that server says, Net.world_info).
|
||||
func _on_net_arrived(_to: String) -> void:
|
||||
travelled.emit(_to)
|
||||
if get_tree().current_scene == self:
|
||||
get_tree().change_scene_to_file.call_deferred(scene_file_path if not scene_file_path.is_empty() else "res://scenes/world.tscn")
|
||||
|
||||
## Back in a land you've been to before: its clock comes forward to `to`
|
||||
## ({day, time}, the clock where you've come from), and everything in it
|
||||
@@ -1029,20 +1058,30 @@ func catch_up(to: Dictionary) -> float:
|
||||
return secs
|
||||
|
||||
## Just arrived from another worldlet: put you where you came in.
|
||||
## Where the way in called `at` puts you ("sea_cave", "tunnel_bottom"), or
|
||||
## INF if this land has no such way in. (A server places crossing players
|
||||
## here too: player_net.gd.)
|
||||
func arrival_point(at: String) -> Vector3:
|
||||
match at:
|
||||
"sea_cave":
|
||||
if sea_cave != null:
|
||||
return sea_cave.front
|
||||
"tunnel_bottom":
|
||||
if tunnel != null and tunnel.dug >= tunnel.STRETCHES:
|
||||
return tunnel.bottom + Vector3(0.8, 0.0, 0.0)
|
||||
return Vector3.INF
|
||||
|
||||
func _arrive(at: String) -> void:
|
||||
if at.is_empty():
|
||||
return
|
||||
var pos := Vector3.INF
|
||||
var pos := arrival_point(at)
|
||||
var facing := Vector3.FORWARD
|
||||
match at:
|
||||
"sea_cave":
|
||||
if sea_cave != null:
|
||||
pos = sea_cave.front
|
||||
facing = (sea_cave.front - sea_cave.global_position).normalized()
|
||||
"tunnel_bottom":
|
||||
if tunnel != null and tunnel.dug >= tunnel.STRETCHES:
|
||||
pos = tunnel.bottom + Vector3(0.8, 0.0, 0.0)
|
||||
facing = Vector3(1, 0, 0)
|
||||
facing = Vector3(1, 0, 0)
|
||||
if pos == Vector3.INF:
|
||||
push_warning("[world] nowhere to arrive at '%s': the start instead" % at)
|
||||
_respawn()
|
||||
@@ -1228,6 +1267,8 @@ func _go_online() -> void:
|
||||
load_online_map() # (your map of this server, from your own computer)
|
||||
Net.left.connect(func(_why = ""): save_online_map(), CONNECT_ONE_SHOT)
|
||||
Net.left.connect(_on_net_left)
|
||||
Net.travelling.connect(_on_net_travelling)
|
||||
Net.arrived.connect(_on_net_arrived)
|
||||
get_tree().auto_accept_quit = false # leave the server cleanly on window close
|
||||
# The island's changes come from the server from now on.
|
||||
props.regrow_enabled = false
|
||||
|
||||
Reference in New Issue
Block a user