Implement basic networking

This commit is contained in:
Aslan 2026-01-29 09:43:15 -05:00
parent c320d9ddcb
commit 994823a9c3
25 changed files with 643 additions and 217 deletions

View file

@ -9,22 +9,24 @@ public partial class GameManager : Node3D
{
[Export] public Control GameMenu { get; private set; }
[Export] public QueueManager QueueManager { get; private set; }
[Export] public Node3D SpaceRoot { get; private set; }
[Export] public double closeTickInterval = 1;
[Export] public double farTickInterval = 10;
[Export] public int maxFarThreads = 16;
public Player MainPlayer { get; private set; }
public static bool Loading { get; private set; } = true;
public static GameManager Singleton { get; private set; }
public IGenerator Generator { get; private set; }
public Universe GameUniverse { get; private set; }
public static IGenerator Generator { get; private set; }
public static Universe GameUniverse { get; private set; }
public Player MainPlayer { get; private set; }
public List<Player> Players { get; private set; } = [];
private double closeTickTimer = 0;
private double farTickTimer = 0;
public bool simulating = false;
public bool playerReady = false;
private readonly Dictionary<GameObject, Node3D> spawnedObjects = [];
private readonly ConcurrentQueue<GameObject> spawnQueue = [];
@ -34,19 +36,33 @@ public partial class GameManager : Node3D
Singleton = this;
Generator = new TestGenerator();
GameUniverse = Generator.GenerateUniverse();
Character character = new(GameUniverse.Sectors[50, 50, 50], new(0, 0, 0));
MainPlayer = character.InstantiatePlayer();
MainPlayer.GameMenu = GameMenu;
spawnedObjects.Add(character, MainPlayer);
CallDeferred("add_child", MainPlayer);
if (Global.IsGameHost)
{
GameUniverse = Generator.GenerateUniverse();
Loading = false;
}
}
private void OnPlayerReady()
{
playerReady = true;
SpawnClose();
}
public override void _ExitTree()
{
Loading = true;
Singleton = null;
}
public override void _Process(double delta)
{
if (!playerReady || !Global.IsGameHost)
{
return;
}
closeTickTimer += delta;
farTickTimer += delta;
@ -143,7 +159,6 @@ public partial class GameManager : Node3D
for (int x = startX; x < endX; x++)
{
QueueManager.LogQueue.Enqueue("Simulating: " + x);
for (int y = 0; y < sizeY; y++)
{
Thread.Sleep(5);
@ -180,10 +195,34 @@ public partial class GameManager : Node3D
neighbours.ForEach(sector => sector.SpawnObjects());
}
public Player SpawnPlayer(Character character, bool isMainPlayer = false)
{
Player player = character.InstantiatePlayer();
player.GameMenu = GameMenu;
if (isMainPlayer)
{
MainPlayer = player;
OnPlayerReady();
}
Players.Add(player);
character.UpdateSector();
SpaceRoot.CallDeferred("add_child", player);
return player;
}
public void DespawnPlayer(Player player)
{
SpaceRoot.CallDeferred("remove_child", player);
player.CallDeferred("queue_free");
}
public void Spawn(GameObject gameObject)
{
spawnQueue.Enqueue(gameObject);
CallDeferred(nameof(ProcessSpawnQueue));
}
@ -202,7 +241,7 @@ public partial class GameManager : Node3D
Node3D instance = gameObject.Instantiate(GetCurrentSector());
spawnedObjects.Add(gameObject, instance);
CallDeferred("add_child", instance);
SpaceRoot.CallDeferred("add_child", instance);
}
public void Despawn(GameObject gameObject)
@ -215,7 +254,7 @@ public partial class GameManager : Node3D
Node3D nodeToDespawn = spawnedObjects.GetValueOrDefault(gameObject);
spawnedObjects.Remove(gameObject);
CallDeferred("remove_child", nodeToDespawn);
SpaceRoot.CallDeferred("remove_child", nodeToDespawn);
nodeToDespawn.CallDeferred("queue_free");
}
@ -223,24 +262,136 @@ public partial class GameManager : Node3D
{
Sector current = GetCurrentSector();
List<Sector> nearby = current.GetNeighbouringSectors();
foreach (Sector sector in nearby)
foreach (Player player in Players)
{
foreach (GameObject gameObject in sector.GameObjects)
{
gameObject.UpdateSectorOffset(current);
}
player.PlayerData.UpdateSectorOffset(current);
player.PlayerData.UpdateNodePosition();
}
foreach (GameObject spawned in spawnedObjects.Keys)
List<Sector> nearby = current.GetNeighbouringSectors();
foreach (KeyValuePair<GameObject, Node3D> spawned in spawnedObjects)
{
if (!nearby.Contains(spawned.CurrentSector))
GameObject gameObject = spawned.Key;
Node3D node = spawned.Value;
if (!nearby.Contains(gameObject.CurrentSector))
{
Despawn(spawned);
Despawn(gameObject);
}
else
{
gameObject.UpdateSectorOffset(current);
node.GlobalPosition = gameObject.LocalCoordinates + gameObject.SectorOffset;
}
}
nearby.ForEach(sector => sector.SpawnObjects());
}
// These should be in RPCNode and should be queued
public void SendUniverseToClient(long id)
{
RpcId(id, nameof(RpcDownloadUniverse), Generator.GetUniverseSize(), Generator.GetSectorSize());
}
// These should be in RPCNode and should be queued
[Rpc(MultiplayerApi.RpcMode.Authority)]
public void RpcDownloadUniverse(Vector3I universeSize, Vector3 sectorSize)
{
GameUniverse = Generator.InitializeEmptyUniverse(universeSize, sectorSize);
Loading = false;
}
// These should be in RPCNode and should be queued
[Rpc(MultiplayerApi.RpcMode.AnyPeer)]
public void RpcSendNearbySectors(Vector3I coordinates, long id = -1)
{
Sector sector = GameUniverse.GetSector(coordinates);
if (sector == null)
{
return;
}
List<Sector> sectors = sector.GetNeighbouringSectors();
sectors.ForEach(sector => SendSectorToClients(sector, id == -1 ? null : id));
}
// These should be in RPCNode and should be queued
public void SendSectorToClients(Sector sector, long? id = null)
{
foreach (GameObject gameObject in sector.GameObjects)
{
if (gameObject is Character)
{
continue;
}
Godot.Collections.Dictionary gameObjectData = new() {
{ "type", gameObject.GetType().Name },
{ "sectorCoordinates", sector.Coordinates },
{ "coordinates", gameObject.LocalCoordinates },
{ "uuid", gameObject.UUID.ToString() },
};
if (id.HasValue)
{
RpcId(id.Value, nameof(RpcDownloadGameObject), gameObjectData);
}
else
{
Rpc(nameof(RpcDownloadGameObject), gameObjectData);
}
}
}
// These should be in RPCNode and should be queued
[Rpc(MultiplayerApi.RpcMode.Authority)]
public void RpcDownloadGameObject(Godot.Collections.Dictionary gameObjectData)
{
if (!gameObjectData.TryGetValue("type", out var typeData))
{
return;
}
if (!gameObjectData.TryGetValue("sectorCoordinates", out var sectorCoordinatesData))
{
return;
}
if (!gameObjectData.TryGetValue("coordinates", out var coordinatesData))
{
return;
}
if (!gameObjectData.TryGetValue("uuid", out var uuidData))
{
return;
}
string type = (string)typeData;
Vector3I sectorCoordinates = (Vector3I)sectorCoordinatesData;
Vector3 coordinates = (Vector3)coordinatesData;
Guid uuid = Guid.Parse((string)uuidData);
Sector sector = GameUniverse.GetSector(sectorCoordinates);
if (sector == null)
{
return;
}
GameObject gameObject;
switch (type)
{
case "Star":
gameObject = new Star(sector, coordinates);
break;
default:
return;
}
gameObject.UUID = uuid;
Spawn(gameObject);
sector.AssignObject(gameObject);
}
}