Files
Void-Bastion/online_manager.gd
T

669 lines
23 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 pending_snapshot_payloads: Array[String] = []
var friends: Array[Dictionary] = []
var friend_statuses: Dictionary = {}
var presence_status := ""
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()
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
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 _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_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 _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 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_username(username: String) -> bool:
var normalized := username.strip_edges()
if not is_authenticated() or normalized.is_empty() or normalized == session.username:
return false
var result = await client.add_friends_async(session, null, PackedStringArray([normalized]))
if result == null or result.is_exception():
return false
await refresh_friends()
return true
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()
if socket and not matchmaker_ticket.is_empty():
await socket.remove_matchmaker_async(matchmaker_ticket)
matchmaker_ticket = ""
if current_match != null and not private_room_code.is_empty():
await socket.leave_match_async(current_match.match_id)
current_match = null
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()
if socket and current_match != null:
await socket.leave_match_async(current_match.match_id)
current_match = null
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:
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)
if gap_ms > 500:
snapshot_large_gap_count += 1
snapshot_previous_ms = now_ms
snapshot_count += 1
snapshot_bytes_max = maxi(snapshot_bytes_max, String(data.data).to_utf8_buffer().size())
pending_snapshot_payloads.append(String(data.data))
if pending_snapshot_payloads.size() > MAX_PENDING_SNAPSHOTS:
pending_snapshot_payloads.pop_front()
snapshot_coalesced_count += 1
if snapshot_report_ms == 0:
snapshot_report_ms = now_ms
elif now_ms - snapshot_report_ms >= 10000:
print("ONLINE DIAG snapshots=%d coalesced=%d max_gap_ms=%d gaps_over_500ms=%d max_bytes=%d max_parse_us=%d" % [snapshot_count, snapshot_coalesced_count, snapshot_gap_max_ms, snapshot_large_gap_count, snapshot_bytes_max, snapshot_parse_max_us])
snapshot_report_ms = now_ms
snapshot_count = 0
snapshot_coalesced_count = 0
snapshot_gap_max_ms = 0
snapshot_large_gap_count = 0
snapshot_bytes_max = 0
snapshot_parse_max_us = 0
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))
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))
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")
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)