extends Node signal tile_update(tile_data) signal player_joined(user_id) signal player_left(user_id) signal player_pos_update(user_id, pos) const KEY := "defaultkey" const SERVER_ENDPOINT := "nakama.cloudsumu.com" var _session : NakamaSession var _client : NakamaClient = Nakama.create_client(KEY, SERVER_ENDPOINT, 7350, "http") var _socket : NakamaSocket var _precenses : Dictionary = {} var _world_id enum OPCODE { tile_update = 1, update_position = 2 } func authenticate_async(email : String, password : String) -> NakamaException: var result : NakamaException = null var new_session : NakamaSession = yield(_client.authenticate_email_async(email, password, null, false), "completed") if not new_session.is_exception(): _session = new_session else: result = new_session.get_exception() return result func signup_async(email : String, password : String) -> NakamaException: var result : NakamaException = null var new_session : NakamaSession = yield(_client.authenticate_email_async(email, password, email, true), "completed") if not new_session.is_exception(): _session = new_session else: result = new_session.get_exception() return result func connect_to_server_async() -> NakamaException: _socket = Nakama.create_socket_from(_client) var result : NakamaAsyncResult = yield(_socket.connect_async(_session), "completed") if not result.is_exception(): _socket.connect("received_match_state", self, "_on_socket_received_match_state") _socket.connect("received_match_presence", self, "_on_received_match_presence") _socket.connect("closed", self, "_on_socket_closed") return null return result.exception func join_world_async() -> Dictionary: var world : NakamaAPI.ApiRpc = yield(_client.rpc_async(_session, "get_world_id", ""), "completed") if world.is_exception(): print("Join world error occured: %s" % world.exception.message) return {} var match_join_result : NakamaRTAPI.Match = yield(_socket.join_match_async(world.payload), "completed") if match_join_result.is_exception(): print("Join match error: %s - %s" % [match_join_result.exception.status_code, match_join_result.exception.message]) return {} _world_id = world.payload for precense in match_join_result.presences: _precenses[precense.user_id] = precense emit_signal("player_joined", precense.user_id) print("Joined matched with %s other players!" % _precenses.size()) return _precenses func _on_socket_closed(): _socket = null func _on_received_match_presence(match_precense : NakamaRTAPI.MatchPresenceEvent): for precense in match_precense.joins: print("%s joined the game!" % precense.username) _precenses[precense.user_id] = precense emit_signal("player_joined", precense.user_id) for precense in match_precense.leaves: print("%s left the game!" % precense.username) _precenses.erase(precense.user_id) emit_signal("player_left", precense.user_id) func _on_socket_received_match_state(match_state: NakamaRTAPI.MatchData): match match_state.op_code: OPCODE.tile_update: emit_signal("tile_update", JSON.parse(match_state.data).result) OPCODE.update_position: var pos_data = JSON.parse(match_state.data).result emit_signal("player_pos_update", pos_data["player"], Vector2(float(pos_data["x"]), float(pos_data["y"]))) func send_player_position(position : Vector2) -> void: _socket.send_match_state_async(_world_id, OPCODE.update_position, JSON.print({X = str(position.x), Y = str(position.y)}))