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Danmaku/client/danmaku!/network_manager.gd

120 lines
3.7 KiB
GDScript

extends Node2D
var nakama_client: NakamaClient
var nakama_session: NakamaSession
var nakama_socket: NakamaSocket
@export var player: Player
var predicted_tick = 0
var delta_counter = 0
var bullet_lerp_factor := 0.0
var bullets = []
var current_match_id = ""
func _ready() -> void:
child_exiting_tree.connect(_on_child_exiting_tree)
print("Attempting auth.")
await attempt_auth()
print("Attempting to create debug match.")
await create_and_join_debug_match()
nakama_socket.received_match_state.connect(self._on_match_state)
func _process(delta: float) -> void:
if current_match_id == "":
return
predict_tick_and_broadcast(delta)
for bullet in bullets:
var prev_pos = bullet.get_current_pos(predicted_tick)
var next_pos = bullet.get_current_pos(predicted_tick + 1)
var interpolated_pos = prev_pos.lerp(next_pos, bullet_lerp_factor)
bullet.position = interpolated_pos
if bullet.beyond_kill_boundary(predicted_tick):
bullet.queue_free()
func _on_match_state(p_state : NakamaRTAPI.MatchData):
match p_state.op_code:
2:
var data = JSON.parse_string(p_state.data)
# Set player position given server bounds-checking
if data["forcePlayerPos"]:
player.set_position_data(
Vector2(
float(data["playerPos"]["x"]),
float(data["playerPos"]["y"])
),
float(data["playerPos"]["radius_multiplier"])
)
if int(data["deathTimer"]) > 0:
print("server says u died")
%Player.kill()
# Spawn new bullets
for b in data["newBullets"]:
var bullet = DanmakuBullet.new()
bullet.setup_bullet(
int(b["class"]),
int(b["tick"]),
b["x"],
b["y"],
b["radius_multiplier"] * Globals.SERVER_SIZE.x,
b["vel_x"],
b["vel_y"])
bullet.texture = load("res://test-bullet.png")
bullet.position = bullet.get_current_pos(int(b["tick"]))
# Reimplemented from ScalableSprite2D here atm
var scale_ratio = ((b["radius_multiplier"] * 2) * Globals.SERVER_SIZE.x) / bullet.texture.get_width()
bullet.scale = Vector2(scale_ratio, scale_ratio)
add_child(bullet)
bullets.append(bullet)
predicted_tick = int(b["tick"])
delta_counter = 0
func attempt_auth() -> void:
nakama_client = Nakama.create_client("defaultkey", "127.0.0.1", 7350, "http")
nakama_session = await nakama_client.authenticate_device_async(OS.get_unique_id())
nakama_socket = Nakama.create_socket_from(nakama_client)
var connected: NakamaAsyncResult = await nakama_socket.connect_async(nakama_session)
if connected.is_exception():
print("An error occured when creating nakama socket: %s" % connected)
return
print("Oh baby we're ready.")
func create_and_join_debug_match() -> void:
var response: NakamaAPI.ApiRpc = await nakama_client.rpc_async(nakama_session, "manual_force_create_br_match_rpc")
if response.is_exception():
print("An error occurred when calling manual_force_create_br_match_rpc: %s" % response)
return
var debug_br_match: NakamaRTAPI.Match = await nakama_socket.join_match_async(response.payload)
if debug_br_match.is_exception():
print("An error occurred when joining debug BR match: %s" % response)
return
else:
current_match_id = response.payload
func predict_tick_and_broadcast(delta):
delta_counter += delta
# New tick (60 tick rate), broadcast player inputs
var tick_time = 0.01666666666
if delta_counter >= tick_time:
predicted_tick += 1
delta_counter -= tick_time
var pos = get_node("../Player").position
var json_string = JSON.stringify({"x": pos.x, "y": pos.y})
nakama_socket.send_match_state_async(current_match_id, 0, json_string)
bullet_lerp_factor = delta_counter / tick_time
func _on_child_exiting_tree(node: DanmakuBullet):
bullets.erase(node)