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Client.gd
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713 lines (540 loc) · 20.4 KB
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extends Control
class_name NakamaMultiplayer
var session : NakamaSession # this is the session
var client : NakamaClient # this is the client {session}
var socket : NakamaSocket # connection to nakama
var createdMatch
var multiplayerBridge : NakamaMultiplayerBridge
var selectedGroup
var currentChannel
var chatChannels := {}
static var Players = {}
var party
signal OnStartGame()
# Called when the node enters the scene tree for the first time.
func _ready():
client = Nakama.create_client("defaultkey", "127.0.0.1", 7350, "http")
pass # Replace with function body.
func updateUserInfo(username, displayname, avaterurl = "", language = "en", location = "us", timezone = "est"):
await client.update_account_async(session, username, displayname, avaterurl, language, location, timezone)
func onMatchPresence(presence : NakamaRTAPI.MatchPresenceEvent):
#print(presence)
pass
func onMatchState(state : NakamaRTAPI.MatchData):
#print("data is : " + str(state.data))
pass
func onSocketConnected():
print("Socket Connected")
func onSocketClosed():
print("Socket Closed")
func onSocketReceivedError(err):
print("Socket Error:" + str(err))
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _on_login_button_button_down():
session = await client.authenticate_email_async($Panel2/EmailInput.text , $Panel2/PasswordInput.text,)
#var deviceid = OS.get_unique_id()
#session = await client.authenticate_device_async(deviceid)
socket = Nakama.create_socket_from(client)
await socket.connect_async(session)
socket.connected.connect(onSocketConnected)
socket.closed.connect(onSocketClosed)
socket.received_error.connect(onSocketReceivedError)
socket.received_match_presence.connect(onMatchPresence)
socket.received_match_state.connect(onMatchState)
socket.received_channel_message.connect(onChannelMessage)
socket.received_party_presence.connect(onPartyPresence)
#updateUserInfo("test", "testDisplay")
#var account = await client.get_account_async(session)
#
#$Panel/UserAccountText.text = account.user.username
#$Panel/DisplayNameText.text = account.user.display_name
setupMultiplayerBridge()
subToFriendChannels()
pass # Replace with function body.
func setupMultiplayerBridge():
multiplayerBridge = NakamaMultiplayerBridge.new(socket)
multiplayerBridge.match_join_error.connect(onMatchJoinError)
multiplayerBridge.match_joined.connect(onMatchJoin)
var multiplayer = get_tree().get_multiplayer()
multiplayer.set_multiplayer_peer(multiplayerBridge.multiplayer_peer)
multiplayer.peer_connected.connect(onPeerConnected)
multiplayer.peer_disconnected.connect(onPeerDisconnected)
func onPeerConnected(id):
print("Peer connected id is : " + str(id))
# Validate ID to prevent invalid IDs like 0
if id <= 0:
print("Warning: Invalid peer ID: " + str(id))
return
# Only add the connecting peer if it's not already in the list
if id != multiplayer.get_unique_id() and !Players.has(id):
Players[id] = {
"name" : id,
"ready" : 0
}
print("Added peer: " + str(id))
# Add local player only once when first connecting
var local_id = multiplayer.get_unique_id()
if local_id > 0 and !Players.has(local_id):
Players[local_id] = {
"name" : local_id,
"ready" : 0
}
print("Added local player: " + str(local_id))
print("Current players: ", Players)
# notify player of progress
if get_tree().get_nodes_in_group("InGame").size() > 0 && multiplayer.is_server(): #here
notifyGameInProgress.rpc_id(id)
func onPeerDisconnected(id):
print("Peer disconnected id is : " + str(id))
if Players.has(id):
Players.erase(id)
playerDisconnected.rpc(id)
func onMatchJoinError(error):
print("Unable to join match: " + error.message)
func onMatchJoin():
print("joined Match with id: " + multiplayerBridge.match_id)
var uniqueId = multiplayer.get_unique_id()
# Only add local player if it's valid and not already present
if uniqueId > 0 and !Players.has(uniqueId):
Players[uniqueId] = {
"name":uniqueId,
"ready":0
}
print("Added local player with id: " + str(uniqueId))
else:
print("Local player already exists or invalid ID: " + str(uniqueId))
func _on_store_data_button_down():
var saveGame = {
"name" : "username",
"items" : [{
"id" : 1,
"name" : "gun",
"ammo" : 10
},
{
"id" : 2,
"name" : "sword",
"ammo" : 0
}],
"level" : 10
}
var data = JSON.stringify(saveGame)
var result = await client.write_storage_objects_async(session, [
NakamaWriteStorageObject.new("saves", "savegame2", 1, 1, data , "")
])
if result.is_exception():
print("error" + str(result))
return
print("Stored data successfully!")
pass # Replace with function body.
func _on_get_data_button_down():
var result = await client.read_storage_objects_async(session, [
NakamaStorageObjectId.new("saves", "savegame", session.user_id)
])
if result.is_exception():
print("error" + str(result))
return
for i in result.objects:
print(i.value)
pass # Replace with function body.
func _on_list_data_button_down():
var dataList = await client.list_storage_objects_async(session, "saves",session.user_id, 5)
for i in dataList.objects:
print(i)
pass # Replace with function body.
func _on_join_create_match_button_down():
multiplayerBridge.join_named_match($Panel3/MatchName.text)
#createdMatch = await socket.create_match_async($Panel3/MatchName.text)
#if createdMatch.is_exception():
#print("Failed to create match " + str(createdMatch))
#return
#
#print("Created match :" + str(createdMatch.match_id))
pass # Replace with function body.
func _on_ping_button_down():
#sendData.rpc("hello world")
var data = {"hello" : "world"}
socket.send_match_state_async(createdMatch.match_id, 1, JSON.stringify(data))
pass # Replace with function body.
@rpc("any_peer")
func sendData(message):
print(message)
func _on_matchmaking_button_down():
var query = "+properties.region:US +properties.rank:>=4 +properties.rank:<=10"
var stringP = {"region" : "US"}
var numberP = { "rank": 6}
var ticket = await socket.add_matchmaker_async(query,2, 4, stringP, numberP)
if ticket.is_exception():
print("failed to matchmake : " + str(ticket))
return
print("match ticket number : " + str(ticket))
socket.received_matchmaker_matched.connect(onMatchMakerMatched)
pass # Replace with function body.
func onMatchMakerMatched(matched : NakamaRTAPI.MatchmakerMatched):
var joinedMatch = await socket.join_matched_async(matched)
createdMatch = joinedMatch
######### Friends
func _on_add_friend_button_down():
var id = [$Panel4/AddFriendText.text]
var result = await client.add_friends_async(session, null, id)
pass # Replace with function body.
func _on_get_friends_button_down():
var result = await client.list_friends_async(session)
for i in result.friends:
var container = HBoxContainer.new()
var currentlabel = Label.new()
currentlabel.text = i.user.display_name
container.add_child(currentlabel)
print(i)
var currentButton = Button.new()
container.add_child(currentButton)
currentButton.text = "Trade"
#currentButton.text = "Invite"
currentButton.button_down.connect(onTrade.bind(i))
#currentButton.button_down.connect(onInviteToParty.bind(i))
$Panel4/Panel4/VBoxContainer.add_child(container)
pass # Replace with function body.
func _on_remove_friend_button_down():
var result = await client.delete_friends_async(session,[], [$Panel4/AddFriendText.text])
pass # Replace with function body.
func _on_block_friends_button_down():
var result = await client.block_friends_async(session,[], [$Panel4/AddFriendText.text])
pass # Replace with function body.
func _on_create_group_button_down():
var group = await client.create_group_async(session, $Panel6/GroupName.text, $Panel6/GroupDesc.text, "" , "en", true, 32)
print(group)
pass # Replace with function body.
func _on_get_group_memebers_button_down():
var result = await client.list_group_users_async(session, $Panel5/GroupName.text)
for i in result.group_users:
var currentlabel = Label.new()
currentlabel.text = i.user.display_name
$Panel5/Panel4/GroupVBox.add_child(i.user.username)
print("users in group " + $Panel5/GroupName.text + i.user.username)
pass # Replace with function body.
func _on_button_button_down():
Ready.rpc(multiplayer.get_unique_id())
pass # Replace with function body.
@rpc("any_peer", "call_local")
func Ready(id):
# Validate ID before processing
if id <= 0:
print("Warning: Invalid player ID in Ready(): " + str(id))
return
# Only create player if they don't exist and ID is valid
if !Players.has(id):
print("Warning: Player " + str(id) + " not found in Ready(), adding them")
Players[id] = {
"name" : id,
"ready" : 0
}
Players[id].ready = 1
print("Player " + str(id) + " is ready")
if multiplayer.is_server():
var readyPlayers = 0
for i in Players:
if Players[i].ready == 1:
readyPlayers += 1
if Players.size() > 0 && readyPlayers == Players.size():
print("starting game")
StartGame.rpc()
@rpc("any_peer", "call_local")
func StartGame():
OnStartGame.emit()
hide()
pass
@rpc("any_peer", "call_local")
func playerDisconnected(id):
var player_node = get_tree().get_root().get_node_or_null(str(id))
if player_node:
player_node.queue_free()
@rpc("any_peer")
func notifyGameInProgress():
print("Received Progress")
var unique_id = multiplayer.get_unique_id()
if unique_id <= 0:
print("Warning: Invalid unique ID in notifyGameInProgress(): " + str(unique_id))
return
if !Players.has(unique_id):
print("Adding player " + str(unique_id) + " during game in progress")
Players[unique_id] = {
"name" : unique_id,
"ready" : 1
}
else:
Players[unique_id].ready = 1
print("Starting game for player: " + str(unique_id))
OnStartGame.emit()
hide()
####### Group
func _on_add_user_to_group_button_down():
await client.join_group_async(session, selectedGroup.id)
pass # Replace with function body.
func _on_add_user_to_group_2_button_down():
var users = await client.list_group_users_async(session,selectedGroup.id, 3)
for user in users.group_users:
var u = user.user as NakamaAPI.ApiUser
await client.add_group_users_async(session, selectedGroup.id, [u.id])
pass # Replace with function body.
func _on_check_button_toggled(toggled_on):
await client.update_group_async(session, selectedGroup.id, "Strong Gamers", "we are the strong gamers!", null, "en", toggled_on)
pass # Replace with function body.
func _on_list_groups_button_down():
var limit = 10
var result = await client.list_groups_async(session, $Panel6/GroupQuery.text, limit, null, null, null)
for group in result.groups:
var vbox = VBoxContainer.new()
var hbox = HBoxContainer.new()
var namelabel = Label.new()
namelabel.text = group.name
hbox.add_child(namelabel)
var button = Button.new()
button.button_down.connect(onGroupSelectButton.bind(group))
button.text = "Select Group"
hbox.add_child(button)
vbox.add_child(hbox)
$Panel6/Panel/VBoxContainer.add_child(vbox)
pass # Replace with function body.
func onGroupSelectButton(group):
selectedGroup = group
func _on_promote_user_button_down():
var result : NakamaAPI.ApiUsers = await client.get_users_async(session, [],[$Panel6/UserToManage.text], null)
for u in result.users:
await client.promote_group_users_async(session, selectedGroup.id, [u.id])
pass # Replace with function body.
func _on_demote_user_button_down():
var result : NakamaAPI.ApiUsers = await client.get_users_async(session, [],[$Panel6/UserToManage.text], null)
for u in result.users:
await client.demote_group_users_async(session, selectedGroup.id, [u.id])
pass # Replace with function body.
func _on_kick_user_button_down():
var result : NakamaAPI.ApiUsers = await client.get_users_async(session, [],[$Panel6/UserToManage.text], null)
for u in result.users:
await client.kick_group_users_async(session, selectedGroup.id, [u.id])
pass # Replace with function body.
func _on_leave_group_button_down():
await client.leave_group_async(session, selectedGroup.id)
pass # Replace with function body.
func _on_delete_group_button_down():
await client.delete_group_async(session, selectedGroup.id)
pass # Replace with function body.
########## Chat Room Code
func _on_join_chat_room_button_down():
var type = NakamaSocket.ChannelType.Room
currentChannel = await socket.join_chat_async($Panel7/ChatName.text, type, false, false)
print("channel id: " + currentChannel.id)
pass # Replace with function body.
func onChannelMessage(message : NakamaAPI.ApiChannelMessage):
var content = JSON.parse_string(message.content)
if content.type == 0:
$Panel7/Chat/TabContainer.get_node(content.id).text += message.username + ": " + str(content.message) + "\n"
elif content.type == 1 && party == null:
$Panel8/Panel2.show()
party = {"id" : content.partyID}
$Panel8/Panel2/Label.text = str(content.message)
pass
func _on_submit_chat_button_down():
await socket.write_chat_message_async(currentChannel.id, {
"message" : $Panel7/Chat/ChatText.text,
"id" : chatChannels[currentChannel.id].label,
"type" : 0
})
pass # Replace with function body.
func _on_join_group_chat_room_button_down():
var type = NakamaSocket.ChannelType.Group
currentChannel = await socket.join_chat_async(selectedGroup.id, type, true, false)
print("channel id: " + currentChannel.id)
chatChannels[selectedGroup.id] = {
"channel" : currentChannel,
"label" : "Group Chat"
}
var currentEdit = TextEdit.new()
currentEdit.name = "currentGroup"
$Panel7/Chat/TabContainer.add_child(currentEdit)
currentEdit.text = await listMessages(currentChannel)
$Panel7/Chat/TabContainer.tab_changed.connect(onChatTabChanged.bind(selectedGroup.id))
pass # Replace with function body.
func onChatTabChanged(index, channelID):
currentChannel = chatChannels[channelID].channel
pass
func listMessages(currentChannel):
var result = await client.list_channel_messages_async(session, currentChannel.id, 100, true)
var text = ""
for message in result.messages:
if(message.content != "{}"):
var content = JSON.parse_string(message.content)
text += message.username + ": " + str(content.message) + "\n"
return text
func subToFriendChannels():
var result = await client.list_friends_async(session)
for i in result.friends:
var type = NakamaSocket.ChannelType.DirectMessage
var channel = await socket.join_chat_async(i.user.id, type, true, false)
chatChannels[channel.id] = {
"channel" : channel,
"label" : i.user.username
}
var currentEdit = TextEdit.new()
currentEdit.name = i.user.username
$Panel7/Chat/TabContainer.add_child(currentEdit)
currentEdit.text = await listMessages(channel)
$Panel7/Chat/TabContainer.tab_changed.connect(onChatTabChanged.bind(channel.id))
func _on_join_direct_chat_button_down():
var type = NakamaSocket.ChannelType.DirectMessage
var usersResult = await client.get_users_async(session, [], [$Panel7/ChatName.text])
if usersResult.users.size() > 0:
currentChannel = await socket.join_chat_async(usersResult.users[0].id, type, true, false)
print("channel id: " + currentChannel.id)
var result = await client.list_channel_messages_async(session, currentChannel.id, 100, true)
for message in result.messages:
if(message.content != "{}"):
var content = JSON.parse_string(message.content)
$Panel7/Chat/ChatTextBox.text += message.username + ": " + str(content.message) + "\n"
pass # Replace with function body.
###### Party System
func _on_create_party_button_down():
party = await socket.create_party_async(false, 2)
pass # Replace with function body.
func onInviteToParty(friend):
var channel = await socket.join_chat_async(friend.user.id, NakamaSocket.ChannelType.DirectMessage)
var ack = await socket.write_chat_message_async(channel.id, {
"message" : "Join Party with " + session.username,
"partyID" : party.party_id,
"type" : 1
}
)
pass
func _on_join_party_yes_button_down():
var result = await socket.join_party_async(party.id)
if result.is_exception():
print("failed to join party")
$Panel8/Panel2.hide()
pass # Replace with function body.
func _on_join_party_no_button_down():
$Panel8/Panel2.hide()
pass # Replace with function body.
func onPartyPresence(presence : NakamaRTAPI.PartyPresenceEvent):
print("JOINED PARTY " + presence.party_id)
############### RPC TRADE SYSTEM
func _on_ping_rpc_button_down():
var item = {
"name" = "sword",
"type" = "Weapon",
"rarity" = "common"
}
var rpcReturn = await client.rpc_async(session, "addItemToInventory", JSON.stringify(item))
print(rpcReturn)
pass # Replace with function body.
func _on_get_inventory_button_down():
var inventory = await getInventory(session.user_id)
removeMyChildren($TradeSystem/Panel/VBoxContainer)
for i in inventory:
var button = Button.new()
button.name = i.name
button.text = i.name
$TradeSystem/Panel/VBoxContainer.add_child(button)
button.button_down.connect(setItemForTrade.bind(i, button, true))
var stylebox = StyleBoxFlat.new()
button.add_theme_stylebox_override("normal", stylebox)
pass # Replace with function body.
func getInventory(id):
var result = await client.rpc_async(session, "getInventory", JSON.stringify({"id" : id}))
var inventory = JSON.parse_string(result.payload)
return inventory
pass
func onTrade(friend):
var inventory = await getInventory(friend.user.id)
PlayerToTradeWith = friend
removeMyChildren($TradeSystem/Panel/VBoxContainer2)
for i in inventory:
var button = Button.new()
button.name = i.name
button.text = i.name
button.button_down.connect(setItemForTrade.bind(i, button, false))
$TradeSystem/Panel/VBoxContainer2.add_child(button)
var stylebox = StyleBoxFlat.new()
button.add_theme_stylebox_override("normal", stylebox)
pass
var TradeItems = []
var ItemsToTradeFor = []
var PlayerToTradeWith
var currentTradeOffer
func setItemForTrade(item, button : Button, player: bool):
var items
if player:
items = TradeItems
else:
items = ItemsToTradeFor
if(!items.has(item)):
items.append(item)
var stylebox = StyleBoxFlat.new()
stylebox.bg_color = Color.GREEN
button.add_theme_stylebox_override("normal", stylebox)
else:
items.erase(item)
var stylebox = StyleBoxFlat.new()
button.add_theme_stylebox_override("normal", stylebox)
if player:
TradeItems = items
else:
ItemsToTradeFor = items
func _on_send_trade_offer_button_down():
var receiverID = PlayerToTradeWith.user.id
var offerItems = TradeItems
var requestedItems = ItemsToTradeFor
var payload = {
"recieverid" : receiverID,
"offerItems" : offerItems,
"requestedItems" : requestedItems
}
if offerItems == [] || requestedItems == []:
print("cannot send empty offer")
return
var result = await client.rpc_async(session, "createTradeOffer", JSON.stringify(payload))
print(result)
pass # Replace with function body.
func _on_accept_trade_offer_button_down():
var payload = {"offerID" : currentTradeOffer.offerid}
var result = await client.rpc_async(session, "acceptTradeOffer", JSON.stringify(payload))
var response = JSON.parse_string(result.payload)
if result.exception != null:
print(result.exception.message)
else:
print("accepted trade offer " + response.result)
pass # Replace with function body.
func _on_get_trade_offers_button_down():
var tradeOffers = await getTradeOffers()
for i in tradeOffers:
var button = Button.new()
var id = await client.get_users_async(session, [i.senderid], null)
button.text = id.users[0].display_name
button.button_down.connect(setTradeOffers.bind(i))
$TradeSystem/TradeOffers/VBoxContainer.add_child(button)
pass # Replace with function body.
func setTradeOffers(offer):
removeMyChildren($TradeSystem/Panel/VBoxContainer)
removeMyChildren($TradeSystem/Panel/VBoxContainer2)
for i in offer.requestedItems:
var button = Button.new()
button.text = i.name
$TradeSystem/Panel/VBoxContainer.add_child(button)
for i in offer.offerItems:
var button = Button.new()
button.text = i.name
$TradeSystem/Panel/VBoxContainer2.add_child(button)
currentTradeOffer = offer
func removeMyChildren(node):
for i in node.get_children():
i.queue_free()
func getTradeOffers():
var result = await client.rpc_async(session, "getTradeOffers", "{}")
var tradeOffers = JSON.parse_string(result.payload)
return tradeOffers
func _on_cancel_trade_offer_button_down():
var payload = {"offerID" : currentTradeOffer.offerid}
var result = await client.rpc_async(session, "cancelTradeOffer", JSON.stringify(payload))
var response = JSON.parse_string(result.payload)
print("Canceled trade offer " + response.result)
pass # Replace with function body.