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family-lineage/client/scripts/singletons/ServerConnection.gd

119 lines
4.3 KiB
GDScript

extends Node
signal tile_update(tile_data)
signal player_joined(user_id)
signal player_left(user_id)
signal player_pos_update(user_id, pos)
signal player_state_update(user_id, user_name, faction)
const KEY := "defaultkey"
const SERVER_ENDPOINT := "nakama.cloudsumu.com"
var _session : NakamaSession
var _client : NakamaClient = Nakama.create_client(KEY, SERVER_ENDPOINT, 7350, "http", Nakama.DEFAULT_TIMEOUT, NakamaLogger.LOG_LEVEL.ERROR)
var _socket : NakamaSocket
var _precenses : Dictionary = {}
var _world_id
enum OPCODE {
tile_update = 1,
update_position = 2,
player_state = 3
}
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])
# THIS SECTION NEEDS TO BE UPADTED TO BE DECOUPLED
# IT SHOULD ALSO NOT CATCH ALL JOIN ERRORS!
get_tree().change_scene("res://scenes/CharacterCreation.tscn")
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"])))
OPCODE.player_state:
var state_data = JSON.parse(match_state.data).result
emit_signal("player_state_update", state_data["player"], state_data["name"], state_data["faction"])
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)}))
func create_character_async(name : String, faction : int) -> Dictionary:
var character_response : NakamaAPI.ApiRpc = yield(_client.rpc_async(_session, "create_character", JSON.print({"name":name, "faction" : faction})), "completed")
if character_response.is_exception():
print("Create character error occured: %s" % character_response.exception.message)
return false
return true