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Network.gd
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Network.gd
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extends Node
# Default game server port. Can be any number between 1024 and 49151.
# Not on the list of registered or common ports as of November 2020:
# https://en.wikipedia.org/wiki/List_of_TCP_and_UDP_port_numbers
const DEFAULT_PORT = 52450
#const SERVER_IP = "168.235.86.185"
#const SERVER_IP = "67.171.216.91"
#const SERVER_IP = "localhost"
# Max number of players.
const MAX_PEERS = 1
const NETWORK_TIMER_CYCLE = 3
var peer = null
var player_id = 2
var network_id = 0
# Name for my player.
var player_name = "Me"
var network_ids = {}
var multiplayer_active = false setget ,get_multiplayer_active
var game = null
var multiplayer_client: MultiplayerClient = null
var multiplayer_host = false
var replay_saved = false
var direct_connect = false
var rematch_menu = false
var ids_synced = false
var turn_synced = false
var send_ready = false
var can_open_action_buttons = true
var action_submitted = false
var possible_softlock = false
var steam = false
var forfeiter = 0
var last_action_sent_tick = 0
var ticks = {
1: null,
2: null
}
var styles = {
1: null,
2: null
}
var auto = false
# Names for remote players in id:name format.
var players = {}
var players_ready = []
var action_button_panels = {}
var turns_ready = {}
var action_inputs = {}
var player_objects = {}
var player_ids = {}
var rematch_requested = {}
var hole_punch: HolePunch
var rng = BetterRng.new()
var p1_turn_time = 0
var p2_turn_time = 0
var last_action = null
var undo = false
var undo_match_data = null
var p1_undo_action = null
var p2_undo_action = null
var session_id
var session_username
var second_register = false
var player1_hashes
var player2_hashes
var rpc_whitelist = {}
var rpc_blacklist = {
"_whitelist_rpc_method": true,
"_blacklist_rpc_method": true,
}
onready var timer = Timer.new()
# Signals to let lobby GUI know what's going on.
signal player_list_changed()
signal connection_failed()
signal connection_succeeded()
signal game_ended()
signal game_error(what)
signal start_game()
signal player_turns_synced()
signal character_selected(player_id, character, style)
signal player_turn_ready(player_id)
signal turn_ready()
signal match_code_received(code)
signal relay_match_joined()
signal match_locked_in(match_data)
signal match_list_received(list)
signal player_ids_synced()
signal player_disconnected()
signal sync_timer_request(id, time)
signal chat_message_received(id, message)
signal check_players_ready()
signal opponent_ready()
signal client_actionable()
signal both_players_actionable()
signal client_turn_end()
signal both_players_turn_end()
signal match_ready(match_data)
signal resim_requested()
signal resim_denied()
signal force_open_action_buttons()
signal player_count_received(playercount)
signal multiplayer_stopped()
func _ready():
get_tree().connect("network_peer_connected", self, "player_connected", [], CONNECT_DEFERRED)
get_tree().connect("network_peer_disconnected", self,"player_disconnected", [], CONNECT_DEFERRED)
get_tree().connect("connected_to_server", self, "_connected_ok", [], CONNECT_DEFERRED)
get_tree().connect("connection_failed", self, "_connected_fail", [], CONNECT_DEFERRED)
get_tree().connect("server_disconnected", self, "_server_disconnected", [], CONNECT_DEFERRED)
hole_punch = HolePunch.new()
hole_punch.connect("hole_punched", self, "_on_hole_punched", [], CONNECT_DEFERRED)
add_child(hole_punch)
timer.autostart = true
timer.one_shot = false
timer.connect("timeout", self, "_on_network_timer_timeout")
add_child(timer)
timer.start(NETWORK_TIMER_CYCLE)
randomize()
_setup_rpc_whitelist()
func get_multiplayer_active():
return multiplayer_active and !SteamLobby.SPECTATING
func rpc_(function_name: String, arg=null, type="remotesync"):
if SteamLobby.SPECTATING:
return
if !multiplayer_active:
return
if direct_connect:
if arg is Array:
var all_args = [function_name]
all_args.append_array(arg)
if check_valid_rpc(function_name):
callv("rpc", all_args)
elif arg != null:
rpc(function_name, arg)
else:
rpc(function_name)
else:
if !steam and !(multiplayer_client and multiplayer_client.connected):
return
if type == "remote":
if steam:
rpc_steam(function_name, arg)
else:
rpc_id(1, "relay", function_name, arg)
elif type == "remotesync":
if steam:
rpc_steam(function_name, arg)
else:
rpc_id(1, "relay", function_name, arg)
if arg is Array:
if check_valid_rpc(function_name):
callv(function_name, arg)
elif arg != null:
if check_valid_rpc(function_name):
call(function_name, arg)
else:
if check_valid_rpc(function_name):
call(function_name)
func _whitelist_rpc_method(function_name):
rpc_blacklist.erase(function_name)
rpc_whitelist[function_name] = true
func _blacklist_rpc_method(function_name):
rpc_whitelist.erase(function_name)
rpc_blacklist[function_name] = true
func _setup_rpc_whitelist():
var script: Script = get_script()
if script != null:
var method_list = script.get_script_method_list()
for method in method_list:
var name = method.name
if (name in rpc_blacklist):
continue
_whitelist_rpc_method(name)
func check_valid_rpc(function_name):
if !(function_name in rpc_whitelist):
print("unrecognized method %s for RPC call. modders please use _whitelist_rpc_method() to fix this." % function_name)
return false
return true
remotesync func send_match_data(match_data):
emit_signal("match_locked_in", match_data)
func _on_hole_punched(my_port, hosts_port, hosts_address):
print("hole punched")
print("my port: " + str(my_port))
print("hosts_port: " + str(hosts_port))
print("hosts_address: " + str(hosts_address))
pass
func host_game_direct(new_player_name, port):
_reset()
player_name = new_player_name
peer = NetworkedMultiplayerENet.new()
peer.create_server(int(port), MAX_PEERS)
get_tree().set_network_peer(peer)
multiplayer_active = true
direct_connect = true
rpc_("register_player", [new_player_name, get_local_id(), Global.VERSION])
func get_local_id():
if steam:
return SteamHustle.STEAM_ID
return get_tree().get_network_unique_id()
func join_game_direct(ip, port, new_player_name):
_reset()
player_name = new_player_name
peer = NetworkedMultiplayerENet.new()
peer.create_client(ip, int(port))
multiplayer_active = true
direct_connect = true
multiplayer_host = false
get_tree().set_network_peer(peer)
func setup_relay_multiplayer(address):
multiplayer_client = MultiplayerClient.new(address)
multiplayer_active = true
direct_connect = false
get_tree().set_network_peer(multiplayer_client.get_client())
func host_game_relay(new_player_name, public=true):
if !(multiplayer_client and multiplayer_client.connected):
return
multiplayer_host = true
player_name = new_player_name.substr(0, 32)
rpc_id(1, "create_match", player_name, public)
yield(self, "match_code_received")
func join_game_relay(new_player_name, room_code):
if !(multiplayer_client and multiplayer_client.connected):
return
multiplayer_host = false
player_name = new_player_name.substr(0, 32)
rpc_id(1, "player_join_game", player_name, room_code)
yield(self, "relay_match_joined")
# rpc_("register_player", [new_player_name, get_local_id()])
func random_session_id():
return rng.random_string(8)
func unique_username(username):
return username + "__" + rng.random_string(8)
func setup_network_ids(player_name):
self.player_name = player_name
session_id = random_session_id()
session_username = unique_username(player_name)
return session_username
remote func server_error(message):
emit_signal("game_error", message)
func _reset():
peer = null
network_id = 0
network_ids = {}
multiplayer_active = false
possible_softlock = false
game = null
multiplayer_client = null
multiplayer_host = false
replay_saved = false
direct_connect = false
rematch_menu = false
last_action = null
can_open_action_buttons = true
last_action_sent_tick = 0
send_ready = false
forfeiter = 0
ticks = {
1: null,
2: null
}
undo = false
undo_match_data = null
# Names for remote players in id:name format.
players = {}
players_ready = []
p1_turn_time = 0
p2_turn_time = 0
action_button_panels = {
1: null,
2: null,
}
p1_undo_action = null
p2_undo_action = null
turns_ready = {
1: false,
2: false
}
styles = {
1: null,
2: null
}
action_inputs = {
1: {
"action": null,
"data": null,
"extra": null,
},
2: {
"action": null,
"data": null,
"extra": null,
}
}
auto = false
player_objects = {
1: null,
2: null
}
player_ids = {
}
rematch_requested = {
1: false,
2: false,
}
action_submitted = false
ids_synced = false
turn_synced = false
get_tree().set_network_peer(null)
# Callback from SceneTree.
func player_connected(id):
# Registration of a client beings here, tell the connected player that we are here.
if direct_connect:
rpc_("register_player", [player_name, id, Global.VERSION])
func pid_to_username(player_id):
if player_id != 1 and player_id != 2 or !is_instance_valid(game):
return ""
if SteamLobby.SPECTATING or !network_ids.has(player_id):
return Global.current_game.match_data.user_data["p" + str(player_id)]
if direct_connect:
return players[network_ids[opponent_player_id(player_id)]] # idk why i need to do this
return players[network_ids[player_id]]
func opponent_id(pid=player_id):
if pid == 1:
return network_ids[2]
return network_ids[1]
func opponent_player_id(pid=player_id):
if pid == 1:
return 2
return 1
func reset_action_inputs():
action_inputs = {
1: {
"action": null,
"data": null,
"extra": null,
},
2: {
"action": null,
"data": null,
"extra": null,
}
}
turns_ready = {
1: false,
2: false
}
# Callback from SceneTree.
remote func player_disconnected(id):
# multiplayer_active = false
if !(id in players):
return
if Global.css_open:
Global.reload()
if steam:
SteamLobby.quit_match()
emit_signal("player_disconnected")
if is_host():
if players.has(id):
emit_signal("game_error", "Player " + players[id] + " disconnected")
else: # Game is not in progress.
# Unregister this player.
unregister_player(id)
if !steam:
end_game()
func _process(_delta):
if multiplayer_client:
multiplayer_client.poll()
# Callback from SceneTree, only for clients (not server).
func _connected_ok():
# We just connected to a server
emit_signal("connection_succeeded")
# Callback from SceneTree, only for clients (not server).
func _server_disconnected():
emit_signal("game_error", "Server disconnected")
print("server disconnected")
multiplayer_active = false
end_game()
# Callback from SceneTree, only for clients (not server).
func _connected_fail():
get_tree().set_network_peer(null) # Remove peer
multiplayer_client = null
emit_signal("connection_failed")
remotesync func receive_player_timer(id, timer):
emit_signal("sync_timer_request", id, timer)
if steam:
SteamLobby.spectator_sync_timers(id, timer)
func sync_timer(id, time):
rpc_("receive_player_timer", [id, time], "remotesync")
func submit_action(action, data, extra):
if multiplayer_active:
action_inputs[player_id]["action"] = action
action_inputs[player_id]["data"] = data
action_inputs[player_id]["extra"] = extra
rpc_("multiplayer_turn_ready", player_id)
print("submitting action: " + action)
func turn_ready(id):
if ticks[1] != ticks[2]:
print("desync? ticks[1] = " + str(ticks[1]) + ", ticks[2] = " + str(ticks[2]))
return false
return Network.turns_ready[id] and (Network.turns_ready[opponent_player_id(id)])
func get_sender_id():
# if direct_connect:
return get_tree().get_rpc_sender_id()
func unregister_player(id):
if !steam:
players.erase(id)
print("unregistering player: " + str(id))
emit_signal("player_list_changed")
func get_player_list():
return players.values()
func get_player_name():
return player_name
func request_rematch():
send_rematch_request(player_id)
rpc_("send_rematch_request", player_id)
remote func receive_match_list(list):
emit_signal("match_list_received", list)
remote func receive_player_count(count):
emit_signal("player_count_received", count)
remotesync func player_emote(player_id, message):
if is_instance_valid(Global.current_game):
var player = Global.current_game.get_player(player_id)
if player:
player.emote(message.split("/em ")[-1])
func request_match_list():
if multiplayer_client and multiplayer_client.connected:
rpc_id(1, "fetch_match_list")
func request_player_count():
if multiplayer_client and multiplayer_client.connected:
rpc_id(1, "fetch_player_count")
func is_host():
if direct_connect:
return get_tree().is_network_server()
elif steam:
return SteamLobby.PLAYER_SIDE == 1
return multiplayer_host
func assign_players():
print("assigning players")
if steam:
player_id = SteamLobby.PLAYER_SIDE
if SteamLobby.PLAYER_SIDE == 1:
network_ids[1] = SteamHustle.STEAM_ID
network_ids[2] = SteamLobby.OPPONENT_ID
else:
network_ids[1] = SteamLobby.OPPONENT_ID
network_ids[2] = SteamHustle.STEAM_ID
# emit_signal("player_ids_synced")
begin_game()
elif is_host():
var network_ids = {}
var player_ids = players.keys()
assert(player_ids.size() == 2)
player_ids.shuffle()
network_ids[1] = player_ids[0]
network_ids[2] = player_ids[1]
rpc_("sync_ids", network_ids)
func select_character(character, style=null):
rpc_("sync_character_selection", [player_id, character, style])
func forfeit(opponent=false):
print("forfeiting")
if !opponent:
rpc_("player_forfeit", player_id)
else:
if is_instance_valid(game):
player_forfeit((game.my_id % 2) + 1)
pass
remotesync func player_forfeit(player_id):
if is_instance_valid(game):
game.forfeit(player_id)
forfeiter = player_id
if player_id != self.player_id and !SteamLobby.SPECTATING and !ReplayManager.playback:
SteamHustle.unlock_achievement("ACH_WIN_BY_FORFEIT")
if steam and !SteamLobby.SPECTATING:
SteamLobby.spectate_forfeit(player_id)
func begin_game():
SteamLobby.REMATCHING_ID = 0
rematch_menu = false
if is_host() or steam:
print("starting game")
rematch_requested = {
1: false,
2: false,
}
# emit_signal("start_game")
rpc_("open_chara_select")
func end_game():
if multiplayer_active:
stop_multiplayer()
func sync_tick():
print("notifying opponent")
rpc_("opponent_tick", null, "remote")
pass
func sync_unlock_turn():
print("telling opponent we are actionable")
rpc_("opponent_sync_check_unlock", null, "remote")
remote func opponent_sync_check_unlock():
print("opponent is actionable")
while is_instance_valid(game) and !game.game_paused:
yield(get_tree(), "idle_frame")
print("so are we")
rpc_("confirm_opponent_actionable", null, "remote")
remote func confirm_opponent_actionable():
print("confirming...")
rpc_("opponent_sync_unlock", null, "remote")
remote func opponent_sync_unlock():
print("unlocking action buttons")
can_open_action_buttons = true
emit_signal("force_open_action_buttons")
remote func opponent_tick():
print("opponent ready")
yield(get_tree(), "idle_frame")
if is_instance_valid(game):
game.network_simulate_ready = true
func autosave_match_replay(match_data, user1, user2):
if !replay_saved:
replay_saved = true
ReplayManager.save_replay_mp(match_data, user1, user2)
func stop_multiplayer(leave_steam_lobby=false):
print("stopping multiplayer")
multiplayer_active = false
if peer:
peer.close_connection()
_reset()
if leave_steam_lobby:
SteamLobby.leave_Lobby()
steam = false
else:
if SteamLobby.LOBBY_ID != 0:
multiplayer_active = true
emit_signal("multiplayer_stopped")
func _on_network_timer_timeout():
pass
# if multiplayer_active:
# if possible_softlock:
# if is_instance_valid(game):
# if game.current_tick != last_action_sent_tick:
# return
# print("asking politely if we softlocked")
# rpc_("check_opponent_sent_action", null, "remote")
remote func check_opponent_sent_action():
print("i've been asked politely if we softlocked")
if action_submitted:
send_current_action()
else:
print("the answer is no")
remote func my_turn_started(player_id):
if player_id == opponent_player_id(player_id):
emit_signal("opponent_ready")
remote func receive_match_code(code):
emit_signal("match_code_received")
remote func send_action(action, data, extra, player_id):
print("received action: " + str(action))
action_inputs[player_id]["action"] = action
action_inputs[player_id]["data"] = data
action_inputs[player_id]["extra"] = extra
player_objects[player_id].on_action_selected(action, data, extra)
rpc_("opponent_received_action", null, "remote")
remote func opponent_received_action():
print("opponent received my action")
possible_softlock = false
remote func check_tick_sync(tick):
pass
remotesync func send_chat_message(player_id, message):
emit_signal("chat_message_received", player_id, message)
remotesync func end_turn_simulation(tick, player_id):
# if get_sender_id() == network_id:
# return
player_id = opponent_player_id(player_id)
print("ending turn simulation for player " + str(player_id) + " at tick " + str(tick))
ticks[player_id] = tick
if ticks[1] == ticks[2]:
turn_synced = true
send_ready = false
# if rng.percent(60):
emit_signal("player_turns_synced")
# if is_host():
# host_start_turn()
func host_start_turn():
while !game.is_waiting_on_player():
yield(get_tree(), "idle_frame")
rpc_("wait_for_client_actionable", null, "remote")
yield(self, "client_actionable")
# emit_signal("player_turns_synced")
rpc_("client_turn_synced")
remote func wait_for_client_actionable():
while !game.is_waiting_on_player():
yield(get_tree(), "idle_frame")
rpc_("client_actionable")
remotesync func client_turn_synced():
emit_signal("both_players_actionable")
remote func client_actionable():
emit_signal("client_actionable")
remotesync func multiplayer_turn_ready(id):
Network.turns_ready[id] = true
print("turn ready for player " + str(id))
emit_signal("player_turn_ready", id)
if steam:
SteamLobby.spectator_turn_ready(id)
if turn_ready(id):
action_submitted = true
# if is_host():
# host_end_turn()
# yield(self, "both_players_turn_end")
print("sending action")
var action_input = action_inputs[player_id]
last_action = action_input
# if rng.percent(0):
if is_instance_valid(game):
last_action_sent_tick = game.current_tick
send_current_action()
possible_softlock = true
emit_signal("turn_ready")
turn_synced = false
send_ready = true
func send_current_action():
if last_action:
# last_action["extra"] = last_action["extra"].duplicate(true)
# last_action["extra"].secret = {}
rpc_("send_action", [last_action["action"], last_action["data"], last_action["extra"], player_id], "remote")
func host_end_turn():
while !game.is_waiting_on_player():
yield(get_tree(), "idle_frame")
rpc_("wait_for_client_turn_end", null, "remote")
yield(self, "client_turn_end")
rpc_("client_turn_end_synced")
remote func wait_for_client_turn_end():
while !game.is_waiting_on_player():
yield(get_tree(), "idle_frame")
rpc_("client_turn_end")
remotesync func client_turn_end_synced():
emit_signal("both_players_turn_end")
remote func client_turn_end():
emit_signal("client_turn_end")
remotesync func check_players_ready():
emit_signal("check_players_ready")
pass
remotesync func register_player(new_player_name, id, version):
if !((version is String and Global.VERSION is String) or (version is Dictionary and Global.VERSION is Dictionary)):
emit_signal("game_error", "Failed to make lobby. One player is using mods while the other is not.")
return
if version != Global.VERSION:
emit_signal("game_error", "Mismatched game versions. You: %s, Opponent: %s. You or your opponent must update to the newest version." % [Global.VERSION, version])
# emit_signal("game_error", "Mismatched game versions. You: %s, Opponent: %s. Get the newest version at ivysly.itch.io." % [Global.VERSION, version])
return
if get_local_id() == id:
network_id = id
print("registering player: " + str(id))
players[id] = new_player_name
emit_signal("player_list_changed")
remotesync func sync_ids(network_ids):
self.network_ids = network_ids
for player in network_ids:
if network_ids[player] == get_local_id():
player_id = player
ids_synced = true
emit_signal("player_ids_synced")
remotesync func send_rematch_request(player_id):
rematch_requested[player_id] = true
if rematch_requested[1] and rematch_requested[2]:
forfeiter = 0
if is_host() or steam:
ReplayManager.init()
if steam:
SteamLobby.REMATCHING_ID = SteamLobby.OPPONENT_ID
# Global.reload()
# begin_game()
SteamLobby.exit_match_from_button()
else:
begin_game()
remotesync func sync_character_selection(player_id, character, style=null):
print("player %s selected character" % [str(player_id)])
styles[player_id] = style
emit_signal("character_selected", player_id, character, style)
remotesync func open_chara_select():
print("opening character select")
emit_signal("start_game")
func request_softlock_fix():
if multiplayer_active:
rpc_("send_resim_request", null, "remote")
remote func send_resim_request():
emit_signal("resim_requested")
func answer_resim_request(answer: bool):
if answer:
rpc_("multiplayer_resim", null, "remote")
else:
rpc_("deny_resim", null, "remote")
remote func deny_resim():
rpc_("send_chat_message", [opponent_player_id(player_id), "-- denied resync request."])
emit_signal("resim_denied")
remote func multiplayer_resim():
auto = true
undo = true
rpc_("send_opponent_replay_for_resim", [ReplayManager.frames, p1_undo_action, p2_undo_action], "remote")
remote func send_opponent_replay_for_resim(replay, p1_undo_action, p2_undo_action):
# self.p1_undo_action = p1_undo_action
# self.p2_undo_action = p2_undo_action
ReplayManager.frames = replay
undo = true
auto = true
rpc_("finalize_resim")
remotesync func finalize_resim():
if is_instance_valid(game):
game.undo(false)
func undo_finished():
undo = false
# relay stuff
remote func test_relay():
print("relay test")
remote func room_join_confirm():
emit_signal("relay_match_joined")
remote func room_join_deny(message):
emit_signal("game_error", message)
remote func receive_match_id(match_id):
print("received match id: %s" % [match_id])
emit_signal("match_code_received", match_id)
remote func player_connected_relay():
rpc_("register_player", [player_name, get_local_id(), Global.VERSION])
func is_modded():
return false
func on_turn_started():
if steam:
SteamLobby.update_spectators(ReplayManager.frames)
func rpc_steam(function_name, arg):
SteamLobby.rpc_(function_name, arg)
pass
func start_steam_mp():
multiplayer_active = true
steam = true
func start_game_steam():
pass
func register_player_steam(steam_id):
if SteamLobby.SPECTATING:
return
if SteamHustle.STEAM_ID == steam_id:
network_id = steam_id
print("registering player: " + str(steam_id))
players[steam_id] = Steam.getFriendPersonaName(steam_id)
emit_signal("player_list_changed")
func _get_hashes(active_mods):
return []