Files
Void-Bastion/online_manager.gd
T

932 lines
33 KiB
GDScript

class_name OnlineManager
extends Node
signal connection_state_changed(state: String)
signal authenticated(user_id: String, username: String)
signal leaderboard_loaded(leaderboard_id: String, records: Array)
signal score_submitted(result: Dictionary)
signal matchmaking_state_changed(state: String)
signal match_found(match_data)
signal match_snapshot_received(snapshot: Dictionary)
signal match_event_received(event: Dictionary)
signal private_room_created(room_code: String)
signal friends_changed()
signal match_invite_received(invite: Dictionary)
const SERVER_KEY := "voidbastion-public-v1"
const PRODUCTION_HOST := "api.void-bastion.gergames.de"
const DEVELOPMENT_HOST := "192.168.178.20"
const DEFAULT_PORT := 7350
const OP_SNAPSHOT := 1
const OP_EVENT := 2
const OP_BUILD := 10
const OP_UPGRADE := 11
const OP_SELL := 12
const OP_START_WAVE := 13
const OP_READY := 14
const MAX_PENDING_SNAPSHOTS := 5
var client: NakamaClient
var session: NakamaSession
var socket: NakamaSocket
var connection_state := "offline"
var last_error := ""
var current_host := ""
var current_match = null
var matchmaker_ticket := ""
var private_room_code := ""
var lobby_ready := false
var intentional_disconnect := false
var reconnect_in_progress := false
var account_manager: AccountManager
var auto_connect_enabled := true
var snapshot_previous_ms := 0
var snapshot_report_ms := 0
var snapshot_count := 0
var snapshot_gap_max_ms := 0
var snapshot_bytes_max := 0
var snapshot_parse_max_us := 0
var snapshot_large_gap_count := 0
var snapshot_coalesced_count := 0
var snapshot_queue_dropped_count := 0
var snapshot_queue_max := 0
var snapshot_bytes_total := 0
var snapshot_tick_previous := -1
var snapshot_tick_jump_max := 0
var snapshot_tick_jumps := 0
var snapshot_gap_samples: Array[int] = []
var diagnostic_file: FileAccess
var diagnostic_path := ""
var diagnostic_match_key := ""
var diagnostic_match_id := ""
var diagnostic_finished_match_key := ""
var diagnostic_open_failed := false
var diagnostic_slot := -1
var diagnostic_frame_max_ms := 0
var diagnostic_frame_stalls := 0
var diagnostic_apply_max_us := 0
var diagnostic_enemy_count := 0
var diagnostic_tower_count := 0
var diagnostic_last_summary := ""
var diagnostic_records: Array[Dictionary] = []
var pending_snapshot_payloads: Array[String] = []
var friends: Array[Dictionary] = []
var friend_statuses: Dictionary = {}
var presence_status := ""
var player_event_flush_busy := false
var player_event_flush_again := false
func _ready() -> void:
account_manager = get_parent().get_node_or_null("AccountManager") as AccountManager
if _is_headless_or_editor():
return
call_deferred("connect_and_authenticate")
func _process(_delta: float) -> void:
_flush_pending_snapshots()
if diagnostic_file != null and Time.get_ticks_msec() - snapshot_report_ms >= 10000:
_report_diagnostic_window()
func _flush_pending_snapshots() -> void:
if pending_snapshot_payloads.is_empty():
return
var payloads := pending_snapshot_payloads.duplicate()
pending_snapshot_payloads.clear()
var latest: Dictionary = {}
var recent_shots: Array = []
for payload in payloads:
var parse_start_us := Time.get_ticks_usec()
var parsed = JSON.parse_string(payload)
snapshot_parse_max_us = maxi(snapshot_parse_max_us, Time.get_ticks_usec() - parse_start_us)
if not parsed is Dictionary:
continue
var server_tick := int(parsed.get("tick", -1))
if server_tick >= 0:
if snapshot_tick_previous >= 0:
var tick_jump := server_tick - snapshot_tick_previous
snapshot_tick_jump_max = maxi(snapshot_tick_jump_max, tick_jump)
if tick_jump > 1:
snapshot_tick_jumps += 1
if tick_jump > 3:
_write_diagnostic_record("tick_jump", {"from_tick": snapshot_tick_previous, "to_tick": server_tick, "steps": tick_jump})
snapshot_tick_previous = server_tick
latest = parsed
var shots = parsed.get("shots", [])
if shots is Array:
recent_shots.append_array(shots)
if latest.is_empty():
return
if payloads.size() > 1:
latest["shots"] = recent_shots
snapshot_coalesced_count += payloads.size() - 1
match_snapshot_received.emit(latest)
func _begin_match_diagnostics() -> void:
if current_match == null:
return
var match_key := String(current_match.match_id).sha256_text().substr(0, 12)
if match_key == diagnostic_finished_match_key:
return
if diagnostic_match_key == match_key and (diagnostic_file != null or diagnostic_open_failed):
return
if diagnostic_file != null:
_finish_match_diagnostics("new_match")
diagnostic_match_key = match_key
diagnostic_match_id = String(current_match.match_id)
diagnostic_finished_match_key = ""
diagnostic_open_failed = false
diagnostic_slot = -1
diagnostic_records.clear()
snapshot_previous_ms = 0
snapshot_report_ms = Time.get_ticks_msec()
snapshot_tick_previous = -1
_reset_diagnostic_window()
var stamp := Time.get_datetime_string_from_system(true).replace(":", "-")
diagnostic_path = "user://online-diag-%s-%s-%d.jsonl" % [stamp, match_key, Time.get_ticks_usec()]
diagnostic_file = FileAccess.open(diagnostic_path, FileAccess.WRITE)
if diagnostic_file == null:
diagnostic_open_failed = true
push_warning("Online-Diagnose konnte nicht gespeichert werden: %s" % diagnostic_path)
return
_write_diagnostic_record("start", {
"match": match_key,
"host": current_host,
"version": str(ProjectSettings.get_setting("application/config/version", "")),
"transport": "nakama_websocket",
"expected_snapshots_per_second": 10
})
print("ONLINE DIAG file=%s" % ProjectSettings.globalize_path(diagnostic_path))
func set_diagnostic_slot(slot: int, viewing_right: bool) -> void:
if diagnostic_slot == slot:
return
diagnostic_slot = slot
_write_diagnostic_record("side", {"slot": slot, "viewing_right": viewing_right})
func record_online_frame(delta: float) -> void:
if diagnostic_file == null:
return
var frame_ms := roundi(delta * 1000.0)
diagnostic_frame_max_ms = maxi(diagnostic_frame_max_ms, frame_ms)
if frame_ms > 200:
diagnostic_frame_stalls += 1
if frame_ms > 1000:
_write_diagnostic_record("frame_stall", {"duration_ms": frame_ms, "last_server_tick": snapshot_tick_previous})
func record_snapshot_apply(duration_us: int, enemy_count: int, tower_count: int) -> void:
diagnostic_apply_max_us = maxi(diagnostic_apply_max_us, duration_us)
diagnostic_enemy_count = enemy_count
diagnostic_tower_count = tower_count
func _write_diagnostic_record(event_name: String, details: Dictionary) -> void:
var record := details.duplicate(true)
record["event"] = event_name
record["utc"] = Time.get_datetime_string_from_system(true)
record["slot"] = diagnostic_slot
if event_name != "start":
diagnostic_records.append(record)
if diagnostic_records.size() > 160:
diagnostic_records.pop_front()
if diagnostic_file == null:
return
diagnostic_file.store_line(JSON.stringify(record))
diagnostic_file.flush()
func _report_diagnostic_window() -> void:
var now_ms := Time.get_ticks_msec()
var sorted_gaps := snapshot_gap_samples.duplicate()
sorted_gaps.sort()
var p95_gap := 0
if not sorted_gaps.is_empty():
p95_gap = sorted_gaps[clampi(int(ceil(float(sorted_gaps.size()) * 0.95)) - 1, 0, sorted_gaps.size() - 1)]
var seconds := maxf(0.001, float(now_ms - snapshot_report_ms) / 1000.0)
var record := {
"seconds": snappedf(seconds, 0.001),
"snapshots": snapshot_count,
"snapshots_per_second": snappedf(float(snapshot_count) / seconds, 0.01),
"gap_p95_ms": p95_gap,
"gap_max_ms": snapshot_gap_max_ms,
"gaps_over_500_ms": snapshot_large_gap_count,
"last_server_tick": snapshot_tick_previous,
"tick_jump_max": snapshot_tick_jump_max,
"tick_jumps_over_1": snapshot_tick_jumps,
"bytes_avg": snapshot_bytes_total / maxi(1, snapshot_count),
"bytes_max": snapshot_bytes_max,
"parse_max_us": snapshot_parse_max_us,
"apply_max_us": diagnostic_apply_max_us,
"frame_max_ms": diagnostic_frame_max_ms,
"frame_stalls_over_200_ms": diagnostic_frame_stalls,
"coalesced": snapshot_coalesced_count,
"queue_dropped": snapshot_queue_dropped_count,
"queue_max": snapshot_queue_max,
"enemies": diagnostic_enemy_count,
"towers": diagnostic_tower_count
}
diagnostic_last_summary = JSON.stringify(record)
_write_diagnostic_record("window", record)
print("ONLINE DIAG %s" % diagnostic_last_summary)
snapshot_report_ms = now_ms
_reset_diagnostic_window()
func _reset_diagnostic_window() -> void:
snapshot_count = 0
snapshot_gap_max_ms = 0
snapshot_bytes_max = 0
snapshot_parse_max_us = 0
snapshot_large_gap_count = 0
snapshot_coalesced_count = 0
snapshot_queue_dropped_count = 0
snapshot_queue_max = 0
snapshot_bytes_total = 0
snapshot_tick_jump_max = 0
snapshot_tick_jumps = 0
snapshot_gap_samples.clear()
diagnostic_frame_max_ms = 0
diagnostic_frame_stalls = 0
diagnostic_apply_max_us = 0
func _finish_match_diagnostics(reason: String) -> void:
if diagnostic_match_key.is_empty():
return
if snapshot_count > 0 or Time.get_ticks_msec() - snapshot_report_ms >= 1000:
_report_diagnostic_window()
_write_diagnostic_record("end", {"reason": reason})
var match_id := diagnostic_match_id
if not match_id.is_empty() and is_authenticated() and not diagnostic_records.is_empty():
var report := {"match_id": match_id, "version": str(ProjectSettings.get_setting("application/config/version", "development")),
"records": diagnostic_records.duplicate(true)}
while JSON.stringify(report).to_utf8_buffer().size() > 60000 and report["records"].size() > 1:
report["records"].pop_front()
_upload_match_diagnostics.call_deferred(report)
diagnostic_file = null
diagnostic_finished_match_key = diagnostic_match_key
diagnostic_match_key = ""
diagnostic_match_id = ""
diagnostic_open_failed = false
diagnostic_records.clear()
func _upload_match_diagnostics(report: Dictionary) -> void:
for attempt in 3:
if not is_authenticated():
break
var result = await client.rpc_async(session, "submit_online_diagnostics", JSON.stringify(report))
var parsed := _parse_rpc_result(result)
if bool(parsed.get("accepted", false)):
print("ONLINE DIAG hochgeladen: Runde %s, Seite %d" % [String(parsed.get("round_id", "")), int(parsed.get("slot", -1))])
return
await get_tree().create_timer(2.0 * (attempt + 1)).timeout
push_warning("Online-Diagnose konnte nicht hochgeladen werden; lokale Datei bleibt erhalten.")
func get_diagnostic_bundle() -> String:
if diagnostic_file != null and (snapshot_count > 0 or Time.get_ticks_msec() - snapshot_report_ms >= 1000):
_report_diagnostic_window()
if diagnostic_path.is_empty() or not FileAccess.file_exists(diagnostic_path):
return "Noch keine Online-Diagnose vorhanden."
return "Void Bastion Online-Diagnose\nDatei: %s\n\n%s" % [ProjectSettings.globalize_path(diagnostic_path), FileAccess.get_file_as_string(diagnostic_path)]
func _is_headless_or_editor() -> bool:
return DisplayServer.get_name() == "headless" or Engine.is_editor_hint()
func connect_and_authenticate(force_production := false) -> bool:
if connection_state in ["connecting", "online"]:
return connection_state == "online"
_set_connection_state("connecting")
last_error = ""
var production_ok := await _authenticate_on(PRODUCTION_HOST, 443, "https")
if production_ok:
await _after_authentication()
return true
if OS.is_debug_build() and not force_production:
var development_ok := await _authenticate_on(DEVELOPMENT_HOST, DEFAULT_PORT, "http")
if development_ok:
await _after_authentication()
return true
_set_connection_state("offline")
return false
func _authenticate_on(host: String, port: int, scheme: String) -> bool:
current_host = host
client = Nakama.create_client(SERVER_KEY, host, port, scheme, 5, NakamaLogger.LOG_LEVEL.ERROR)
var device_id := _device_id()
var username = "pilot_%s" % device_id.md5_text().left(20)
var result: NakamaSession = await client.authenticate_device_async(device_id, username, true)
if result == null or result.is_exception():
last_error = "Server %s nicht erreichbar" % host
return false
session = result
if account_manager:
await client.update_account_async(session, null, account_manager.display_name)
account_manager.attach_online_identity(session.user_id, session.username)
return true
func _after_authentication() -> void:
await _record_activity()
socket = Nakama.create_socket_from(client)
_bind_socket_signals()
var result = await socket.connect_async(session, true, 5)
if result == null or result.is_exception():
last_error = "Echtzeitverbindung konnte nicht aufgebaut werden"
socket = null
_set_connection_state("authenticated")
else:
intentional_disconnect = false
_set_connection_state("online")
var parent_game = get_parent()
await set_presence_status("playing" if parent_game != null and parent_game.game_mode in ["playing", "paused", "victory", "game_over", "endless_offer", "endless_result"] else "menu")
authenticated.emit(session.user_id, session.username)
await flush_pending_player_events()
await flush_pending_scores()
func _record_activity() -> void:
if not is_authenticated():
return
var payload := {
"platform": OS.get_name().to_lower(),
"version": str(ProjectSettings.get_setting("application/config/version", "development"))
}
await client.rpc_async(session, "record_activity", JSON.stringify(payload))
func record_local_play_start() -> void:
_queue_player_event("play_start")
func record_local_tower_build(tower_type: int) -> void:
if tower_type < 0 or tower_type >= 7:
return
_queue_player_event("tower_build", tower_type)
func _queue_player_event(event_name: String, tower_type := -1) -> void:
if not account_manager:
return
account_manager.queue_player_event(event_name, tower_type)
if is_authenticated():
flush_pending_player_events()
func flush_pending_player_events() -> void:
if player_event_flush_busy:
player_event_flush_again = true
return
if not account_manager or not is_authenticated():
return
player_event_flush_busy = true
while is_authenticated() and not account_manager.pending_player_events.is_empty():
var event: Dictionary = account_manager.pending_player_events[0]
var result = await client.rpc_async(session, "record_player_event", JSON.stringify(event))
var parsed := _parse_rpc_result(result)
if not bool(parsed.get("accepted", false)):
break
account_manager.mark_player_event_complete(int(event.get("sequence", -1)))
player_event_flush_busy = false
if player_event_flush_again:
player_event_flush_again = false
call_deferred("flush_pending_player_events")
func _bind_socket_signals() -> void:
socket.received_matchmaker_matched.connect(_on_matchmaker_matched)
socket.received_match_state.connect(_on_match_state)
socket.received_status_presence.connect(_on_status_presence)
socket.received_notification.connect(_on_notification)
socket.closed.connect(_on_socket_closed)
func disconnect_from_server() -> void:
intentional_disconnect = true
pending_snapshot_payloads.clear()
if socket:
socket.close()
socket = null
session = null
current_match = null
friends.clear()
friend_statuses.clear()
presence_status = ""
matchmaker_ticket = ""
private_room_code = ""
lobby_ready = false
_set_connection_state("offline")
func server_info() -> Dictionary:
if not is_authenticated():
return {}
var result = await client.rpc_async(session, "server_info", "{}")
return _parse_rpc_result(result)
func fetch_game_balance() -> Dictionary:
if not is_authenticated():
return {}
var result = await client.rpc_async(session, "get_game_balance", "{}")
return _parse_rpc_result(result)
func submit_run(record: Dictionary) -> bool:
if not is_authenticated():
return false
var payload := record.duplicate(true)
payload["client_version"] = str(ProjectSettings.get_setting("application/config/version", "development"))
var result = await client.rpc_async(session, "submit_run", JSON.stringify(payload))
var parsed := _parse_rpc_result(result)
if parsed.is_empty() or not bool(parsed.get("accepted", false)):
return false
if account_manager:
account_manager.mark_submission_complete(record)
score_submitted.emit(parsed)
return true
func flush_pending_scores() -> void:
if not account_manager or not is_authenticated():
return
var queued: Array = account_manager.pending_submissions.duplicate(true)
for record in queued:
if record is Dictionary:
await submit_run(record)
func update_display_name(value: String) -> Dictionary:
if not account_manager:
return {"accepted": false, "error": "Lokales Profil fehlt."}
var validation_error := account_manager.validate_display_name(value)
if not validation_error.is_empty():
return {"accepted": false, "error": validation_error}
var normalized := account_manager.normalize_display_name(value)
if is_authenticated():
var result = await client.rpc_async(session, "update_display_name", JSON.stringify({"display_name": normalized}))
var parsed := _parse_rpc_result(result)
if parsed.is_empty() or not bool(parsed.get("accepted", false)):
return {"accepted": false, "error": str(parsed.get("error", "Der Name konnte online nicht gespeichert werden."))}
normalized = str(parsed.get("display_name", normalized))
account_manager.set_display_name(normalized)
return {"accepted": true, "display_name": normalized, "online": is_authenticated()}
func delete_online_account() -> Dictionary:
if not is_authenticated():
return {"accepted": false, "error": "Für die Kontolöschung ist eine Serververbindung erforderlich."}
var result = await client.rpc_async(session, "delete_account", "{}")
var parsed := _parse_rpc_result(result)
if parsed.is_empty() or not bool(parsed.get("accepted", false)):
return {"accepted": false, "error": str(parsed.get("error", "Das Online-Konto konnte nicht gelöscht werden."))}
disconnect_from_server()
if account_manager:
account_manager.reset_after_account_deletion()
return {"accepted": true}
func redeem_unlock_code(code: String) -> Dictionary:
if not is_authenticated():
return {"accepted": false, "error": "offline"}
var result = await client.rpc_async(session, "redeem_unlock_code", JSON.stringify({"code": code}))
var parsed := _parse_rpc_result(result)
if parsed.is_empty():
return {"accepted": false, "error": "invalid"}
return parsed
func get_promo_unlocks() -> Dictionary:
if not is_authenticated():
return {}
var result = await client.rpc_async(session, "get_promo_unlocks", "{}")
var parsed := _parse_rpc_result(result)
return parsed if bool(parsed.get("accepted", false)) else {}
func set_presence_status(value: String) -> void:
if not is_online() or value == presence_status:
return
var safe_value := "playing" if value == "playing" else "menu"
var result = await socket.update_status_async(safe_value)
if result != null and not result.is_exception():
presence_status = safe_value
func refresh_friends() -> bool:
if not is_authenticated():
return false
var result = await client.list_friends_async(session, null, 100)
if result == null or result.is_exception():
return false
var rows: Array[Dictionary] = []
var follow_ids := PackedStringArray()
for item in result.friends:
if item.user == null:
continue
var user_id: String = item.user.id
var state: int = item.state
rows.append({"id": user_id, "username": item.user.username,
"name": item.user.display_name if not item.user.display_name.is_empty() else item.user.username,
"state": state, "online": item.user.online})
if state == 0:
follow_ids.append(user_id)
friends = rows
friend_statuses.clear()
if is_online() and not follow_ids.is_empty():
var statuses = await socket.follow_users_async(follow_ids, PackedStringArray())
if statuses != null and not statuses.is_exception():
for presence in statuses.presences:
friend_statuses[presence.user_id] = presence.status
friends_changed.emit()
return true
func add_friend_by_display_name(display_name: String) -> Dictionary:
var normalized := display_name.strip_edges()
if not is_authenticated() or normalized.is_empty():
return {"accepted": false, "error": "offline"}
var lookup_result = await client.rpc_async(session, "find_player_by_name", JSON.stringify({"display_name": normalized}))
var found := _parse_rpc_result(lookup_result)
if not bool(found.get("found", false)):
return {"accepted": false, "error": String(found.get("error", "not_found"))}
var user_id := String(found.get("user_id", ""))
if user_id.is_empty() or user_id == session.user_id:
return {"accepted": false, "error": "self"}
var result = await client.add_friends_async(session, PackedStringArray([user_id]))
if result == null or result.is_exception():
return {"accepted": false, "error": "send_failed"}
await refresh_friends()
return {"accepted": true, "display_name": String(found.get("display_name", normalized))}
func accept_friend(user_id: String) -> bool:
if not is_authenticated() or user_id.is_empty():
return false
var result = await client.add_friends_async(session, PackedStringArray([user_id]))
if result == null or result.is_exception():
return false
await refresh_friends()
return true
func remove_friend(user_id: String) -> bool:
if not is_authenticated() or user_id.is_empty():
return false
var result = await client.delete_friends_async(session, PackedStringArray([user_id]))
if result == null or result.is_exception():
return false
friend_statuses.erase(user_id)
await refresh_friends()
return true
func invite_friend(user_id: String, room_code: String) -> bool:
if not is_authenticated() or user_id.is_empty() or room_code.length() != 6:
return false
var result = await client.rpc_async(session, "invite_friend", JSON.stringify({"friend_id": user_id, "room_code": room_code}))
return bool(_parse_rpc_result(result).get("accepted", false))
func _on_status_presence(event) -> void:
for presence in event.joins:
friend_statuses[presence.user_id] = presence.status
for presence in event.leaves:
friend_statuses.erase(presence.user_id)
friends_changed.emit()
func _on_notification(notification) -> void:
if notification.code in [-2, -3]:
refresh_friends()
return
if notification.code != 101:
return
var content = JSON.parse_string(notification.content)
if not content is Dictionary:
return
var code := String(content.get("room_code", ""))
if code.length() != 6:
return
match_invite_received.emit({"room_code": code, "from": String(content.get("from", "Mitspieler"))})
func load_leaderboard(map_index: int, difficulty_index: int, endless: bool, limit := 20) -> Array:
if not is_authenticated():
return []
var leaderboard_id := make_leaderboard_id(map_index, difficulty_index, "endless" if endless else "mission")
var result = await client.list_leaderboard_records_async(session, leaderboard_id, null, null, clampi(limit, 1, 100))
if result == null or result.is_exception():
return []
var owner_ids := PackedStringArray()
for record in result.records:
if not record.owner_id.is_empty() and not owner_ids.has(record.owner_id):
owner_ids.append(record.owner_id)
var current_names := {}
if not owner_ids.is_empty():
var users_result = await client.get_users_async(session, owner_ids)
if users_result != null and not users_result.is_exception():
for user in users_result.users:
if not user.display_name.is_empty():
current_names[user.id] = user.display_name
var rows: Array = []
for record in result.records:
rows.append({
"rank": int(record.rank),
"username": str(current_names.get(record.owner_id, record.username)),
"score": int(record.score),
"wave": int(record.subscore),
"owner_id": record.owner_id,
"map": map_index,
"difficulty": difficulty_index,
"mode": "endless" if endless else "mission"
})
leaderboard_loaded.emit(leaderboard_id, rows)
return rows
func begin_matchmaking(mode := "quick", difficulty := 1) -> bool:
intentional_disconnect = false
if not is_online() or socket == null:
matchmaking_state_changed.emit("offline")
return false
if not matchmaker_ticket.is_empty():
return true
var string_properties := {"game": "void_bastion", "mode": mode}
var numeric_properties := {"difficulty": float(difficulty)}
var query := "+properties.game:void_bastion +properties.mode:%s +properties.difficulty:%d" % [mode, difficulty]
var ticket = await socket.add_matchmaker_async(query, 2, 2, string_properties, numeric_properties)
if ticket == null or ticket.is_exception():
matchmaking_state_changed.emit("error")
return false
matchmaker_ticket = ticket.ticket
matchmaking_state_changed.emit("searching")
return true
func cancel_matchmaking() -> void:
intentional_disconnect = true
pending_snapshot_payloads.clear()
_finish_match_diagnostics("cancelled_matchmaking")
var match_to_leave = current_match
current_match = null
if socket and not matchmaker_ticket.is_empty():
await socket.remove_matchmaker_async(matchmaker_ticket)
matchmaker_ticket = ""
if socket and match_to_leave != null:
await socket.leave_match_async(match_to_leave.match_id)
private_room_code = ""
matchmaking_state_changed.emit("idle")
func create_private_room(difficulty := 1) -> bool:
intentional_disconnect = false
pending_snapshot_payloads.clear()
if not is_online() or socket == null:
matchmaking_state_changed.emit("offline")
return false
matchmaking_state_changed.emit("creating_room")
var result = await client.rpc_async(session, "create_private_room", JSON.stringify({"difficulty": clampi(difficulty, 0, 2)}))
var data := _parse_rpc_result(result)
var match_id := String(data.get("match_id", ""))
private_room_code = String(data.get("room_code", ""))
if match_id.is_empty() or private_room_code.length() != 6:
private_room_code = ""
matchmaking_state_changed.emit("error")
return false
current_match = await socket.join_match_async(match_id)
if current_match == null or current_match.is_exception():
current_match = null
private_room_code = ""
matchmaking_state_changed.emit("error")
return false
private_room_created.emit(private_room_code)
matchmaking_state_changed.emit("hosting")
lobby_ready = false
await set_lobby_ready(false)
return true
func join_private_room(room_code: String) -> bool:
intentional_disconnect = false
pending_snapshot_payloads.clear()
if not is_online() or socket == null:
matchmaking_state_changed.emit("offline")
return false
private_room_code = room_code.to_upper().strip_edges()
matchmaking_state_changed.emit("joining_room")
var result = await client.rpc_async(session, "join_private_room", JSON.stringify({"room_code": private_room_code}))
var data := _parse_rpc_result(result)
var match_id := String(data.get("match_id", ""))
if not bool(data.get("found", false)) or match_id.is_empty():
private_room_code = ""
matchmaking_state_changed.emit("room_not_found")
return false
current_match = await socket.join_match_async(match_id)
if current_match == null or current_match.is_exception():
current_match = null
private_room_code = ""
matchmaking_state_changed.emit("room_not_found")
return false
matchmaking_state_changed.emit("matched")
lobby_ready = false
await set_lobby_ready(false)
return true
func _on_matchmaker_matched(matched) -> void:
intentional_disconnect = false
pending_snapshot_payloads.clear()
matchmaker_ticket = ""
current_match = await socket.join_matched_async(matched)
if current_match == null or current_match.is_exception():
matchmaking_state_changed.emit("error")
return
matchmaking_state_changed.emit("matched")
match_found.emit(current_match)
lobby_ready = false
await set_lobby_ready(false)
func set_lobby_ready(value: bool) -> bool:
lobby_ready = value
var player_name := account_manager.display_name if account_manager else session.username
return await send_match_command(OP_READY, {"ready": value, "name": player_name})
func send_match_command(op_code: int, payload: Dictionary) -> bool:
if not is_online() or current_match == null:
return false
var result = await socket.send_match_state_async(current_match.match_id, op_code, JSON.stringify(payload))
return result != null and not result.is_exception()
func request_tower_build(tower_type: int, position: Vector2) -> bool:
return await send_match_command(OP_BUILD, {"tower_type": tower_type, "x": position.x, "y": position.y})
func request_tower_upgrade(tower_id: int) -> bool:
return await send_match_command(OP_UPGRADE, {"tower_id": tower_id})
func request_tower_sell(tower_id: int) -> bool:
return await send_match_command(OP_SELL, {"tower_id": tower_id})
func request_wave_start() -> bool:
return await send_match_command(OP_START_WAVE, {})
func leave_current_match() -> void:
pending_snapshot_payloads.clear()
_finish_match_diagnostics("left_match")
var match_to_leave = current_match
current_match = null
if socket and match_to_leave != null:
await socket.leave_match_async(match_to_leave.match_id)
private_room_code = ""
lobby_ready = false
func _on_match_state(data) -> void:
if current_match == null or data.match_id != current_match.match_id:
return
if data.op_code == OP_SNAPSHOT:
_begin_match_diagnostics()
var now_ms := Time.get_ticks_msec()
if snapshot_previous_ms > 0:
var gap_ms := now_ms - snapshot_previous_ms
snapshot_gap_max_ms = maxi(snapshot_gap_max_ms, gap_ms)
snapshot_gap_samples.append(gap_ms)
if gap_ms > 500:
snapshot_large_gap_count += 1
_write_diagnostic_record("snapshot_gap", {"duration_ms": gap_ms, "last_server_tick": snapshot_tick_previous})
snapshot_previous_ms = now_ms
snapshot_count += 1
var payload_bytes := String(data.data).to_utf8_buffer().size()
snapshot_bytes_max = maxi(snapshot_bytes_max, payload_bytes)
snapshot_bytes_total += payload_bytes
pending_snapshot_payloads.append(String(data.data))
snapshot_queue_max = maxi(snapshot_queue_max, pending_snapshot_payloads.size())
if pending_snapshot_payloads.size() > MAX_PENDING_SNAPSHOTS:
pending_snapshot_payloads.pop_front()
snapshot_queue_dropped_count += 1
elif data.op_code == OP_EVENT:
var parsed = JSON.parse_string(data.data)
if parsed is Dictionary:
match_event_received.emit(parsed)
func _on_socket_closed() -> void:
print("ONLINE DIAG websocket_closed reconnect=%s" % str(not intentional_disconnect and current_match != null))
_write_diagnostic_record("socket_closed", {"reconnect": not intentional_disconnect and current_match != null})
pending_snapshot_payloads.clear()
presence_status = ""
friend_statuses.clear()
friends_changed.emit()
snapshot_previous_ms = 0
var reconnect_match_id := ""
if not intentional_disconnect and current_match != null:
reconnect_match_id = String(current_match.match_id)
current_match = null
if connection_state != "offline":
_set_connection_state("authenticated")
if not reconnect_match_id.is_empty() and not reconnect_in_progress:
reconnect_in_progress = true
matchmaking_state_changed.emit("reconnecting")
_recover_match.call_deferred(reconnect_match_id)
elif not intentional_disconnect and reconnect_match_id.is_empty() and not reconnect_in_progress and is_authenticated():
reconnect_in_progress = true
_recover_presence.call_deferred()
func _recover_presence() -> void:
for attempt in 5:
await get_tree().create_timer(1.5 + attempt).timeout
if intentional_disconnect or not is_authenticated():
break
socket = Nakama.create_socket_from(client)
_bind_socket_signals()
var connected = await socket.connect_async(session, true, 5)
if connected == null or connected.is_exception():
continue
reconnect_in_progress = false
_set_connection_state("online")
var parent_game = get_parent()
await set_presence_status("playing" if parent_game != null and parent_game.game_mode in ["playing", "paused", "victory", "game_over", "endless_offer", "endless_result"] else "menu")
await refresh_friends()
return
reconnect_in_progress = false
func _recover_match(match_id: String) -> void:
for attempt in 5:
await get_tree().create_timer(1.5 + attempt).timeout
if intentional_disconnect or not is_authenticated():
break
socket = Nakama.create_socket_from(client)
_bind_socket_signals()
var connected = await socket.connect_async(session, true, 5)
if connected == null or connected.is_exception():
continue
var rejoined = await socket.join_match_async(match_id)
if rejoined != null and not rejoined.is_exception():
print("ONLINE DIAG websocket_reconnected attempt=%d" % (attempt + 1))
_write_diagnostic_record("socket_reconnected", {"attempt": attempt + 1})
current_match = rejoined
intentional_disconnect = false
reconnect_in_progress = false
_set_connection_state("online")
var parent_game = get_parent()
await set_presence_status("playing" if parent_game != null and parent_game.game_mode in ["playing", "paused", "victory", "game_over"] else "menu")
matchmaking_state_changed.emit("reconnected")
return
reconnect_in_progress = false
print("ONLINE DIAG websocket_reconnect_failed")
_write_diagnostic_record("socket_reconnect_failed", {})
matchmaking_state_changed.emit("connection_lost")
func _device_id() -> String:
if account_manager and not account_manager.player_id.is_empty():
return account_manager.player_id
var fallback := "voidbastion_%s" % Crypto.new().generate_random_bytes(16).hex_encode()
return fallback
func is_authenticated() -> bool:
return session != null and session.is_valid() and not session.expired
func is_online() -> bool:
return is_authenticated() and socket != null and socket.is_connected_to_host()
func make_leaderboard_id(map_index: int, difficulty_index: int, mode: String) -> String:
var safe_mode := mode if mode in ["mission", "endless", "coop_ai", "coop_online"] else "mission"
return "%s_map%d_difficulty%d" % [safe_mode, clampi(map_index, 0, 6), clampi(difficulty_index, 0, 2)]
func _parse_rpc_result(result) -> Dictionary:
if result == null or result.is_exception():
return {}
var parsed = JSON.parse_string(result.payload)
return parsed if parsed is Dictionary else {}
func _set_connection_state(value: String) -> void:
if connection_state == value:
return
connection_state = value
connection_state_changed.emit(connection_state)