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Danmaku/client/danmaku!/network_manager.gd

110 lines
3.4 KiB
GDScript

extends Node
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 current_match_id = ""
func _ready() -> void:
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
%BulletManager.bullet_intraframe_mov_delta = predict_tick_and_broadcast(delta)
%BulletManager.predicted_tick = predicted_tick
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 if server demands a forced position
if data["forcePlayerPos"]:
player.set_position_data(
Vector2(
float(data["playerHitPos"]["x"]),
float(data["playerHitPos"]["y"])
),
float(data["playerHitPos"]["radius"]),
float(data["playerGrazePos"]["radius"])
)
%GrazeLabel.text = "Graze: " + str(data["graze"])
# Handle player death if there is an ongoing death timer
if int(data["deathTimer"]) > 0:
%Player.kill()
elif int(data["deathTimer"]) == 0:
%Player.resurrect()
# 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"],
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"] * 2) / bullet.texture.get_width()
bullet.scale = Vector2(scale_ratio, scale_ratio)
bullet.z_index = 4
%BulletManager.add_child(bullet)
%BulletManager.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) -> float:
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 = %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)
return delta_counter / tick_time