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
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375
scripts/net/lands.gd
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375
scripts/net/lands.gd
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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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