226 lines
7.0 KiB
GDScript
226 lines
7.0 KiB
GDScript
extends CanvasLayer
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## 联机总入口(Autoload 名:Net,指向 res://autoload/net.tscn)
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##
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## 职责边界:只负责「选传输层 + 开局/加入/断开 + 玩家生成回收」。
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## 玩法代码不直接接触 MultiplayerPeer —— 以后要把 ENet 换成 Steam P2P,
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## 只需要改本文件的 host_game / join_game 两个函数,RPC 与 Spawner 层不用动。
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##
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## 界面是**节点配置**:整个 UI 在 res://autoload/net.tscn 里用节点搭好,
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## 本脚本只做「改文字、切显隐」这类状态更新,不动态创建任何 Control。
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## 按钮的 pressed 信号也在 net.tscn 里连接(打开场景 → 选按钮 → 节点面板 → 信号)。
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##
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## 本机双开调试(命令行):
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## godot --path <项目目录> -- --host
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## godot --path <项目目录> -- --join 127.0.0.1
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const PORT: int = 7000
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const MAX_PLAYERS: int = 8
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const DEFAULT_ADDRESS: String = "127.0.0.1"
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## 所有玩家节点都会加入这个组,方便整批清场
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const PLAYER_GROUP: String = "net_player"
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## 开局后要进的世界场景,以及断开后要回的入口场景
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const WORLD_SCENE: String = "res://world/main.tscn"
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const MENU_SCENE: String = "res://ui/main_menu.tscn"
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var _spawner: MultiplayerSpawner = null
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@onready var _menu: CenterContainer = $Menu
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@onready var _address_edit: LineEdit = $Menu/Panel/Box/AddressEdit
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@onready var _menu_status: Label = $Menu/Panel/Box/StatusLabel
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@onready var _hud: Control = $Hud
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@onready var _hud_status: Label = $Hud/Box/StatusLabel
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func _ready() -> void:
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multiplayer.peer_connected.connect(_on_peer_connected)
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multiplayer.peer_disconnected.connect(_on_peer_disconnected)
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multiplayer.connected_to_server.connect(_on_connected_to_server)
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multiplayer.connection_failed.connect(_on_connection_failed)
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multiplayer.server_disconnected.connect(_on_server_disconnected)
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_show_menu_ui()
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call_deferred("_apply_cmdline")
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# ---------------- 对外接口 ----------------
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## 世界根节点在 _ready 里调用,把 MultiplayerSpawner 托管给 Net。
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##
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## 世界是「开局之后」才加载的(入口是开始菜单),所以这里得把已经连上的玩家补生成一遍 ——
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## 否则主机在菜单里就开好了,切进世界时一个角色都不会出现。
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func bind_spawner(spawner: MultiplayerSpawner) -> void:
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_spawner = spawner
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if multiplayer.is_server():
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call_deferred("_spawn_player", 1)
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for id in multiplayer.get_peers():
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call_deferred("_spawn_player", id)
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## 菜单那边用它开关「联机」面板 —— 面板默认是显示的,会盖住入口菜单。
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func set_menu_visible(on: bool) -> void:
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_menu.visible = on
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## 创建主机。ENet 是客户端-服务器模型,主机同时是服务器与玩家。
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func host_game() -> void:
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var peer := ENetMultiplayerPeer.new()
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var err := peer.create_server(PORT, MAX_PLAYERS)
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if err != OK:
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_set_status("创建主机失败:%s" % error_string(err))
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return
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multiplayer.multiplayer_peer = peer
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_show_game_ui()
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print("[Net] 主机已启动,端口 %d" % PORT)
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# 入口是开始菜单,世界这时还没加载 —— 切过去,角色由 bind_spawner 补生成
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call_deferred("_enter_world")
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## 加入主机。address 为主机在局域网内的内网 IP。
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func join_game(address: String = DEFAULT_ADDRESS) -> void:
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var target := address.strip_edges()
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if target.is_empty():
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target = DEFAULT_ADDRESS
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var peer := ENetMultiplayerPeer.new()
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var err := peer.create_client(target, PORT)
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if err != OK:
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_set_status("连接失败:%s" % error_string(err))
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return
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multiplayer.multiplayer_peer = peer
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_set_status("正在连接 %s:%d …" % [target, PORT])
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print("[Net] 正在连接 %s:%d" % [target, PORT])
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## 断开并清场,回入口菜单。
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func leave_game() -> void:
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multiplayer.multiplayer_peer = null
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_clear_players()
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# 世界一卸载 spawner 就跟着没了,留着引用会指向已释放的节点
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_spawner = null
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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_show_menu_ui()
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_set_status("已断开")
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call_deferred("_go_to", MENU_SCENE)
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## 切到世界场景。已经在里面就不重复切
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func _enter_world() -> void:
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_go_to(WORLD_SCENE)
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func _go_to(path: String) -> void:
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var current := get_tree().current_scene
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if current != null and current.scene_file_path == path:
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return
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get_tree().change_scene_to_file(path)
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# ---------------- 网络事件 ----------------
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func _on_peer_connected(id: int) -> void:
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# 只有服务器生成角色,客户端靠 MultiplayerSpawner 自动收到同一份。
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if multiplayer.is_server():
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call_deferred("_spawn_player", id)
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func _on_peer_disconnected(id: int) -> void:
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if multiplayer.is_server():
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_despawn_player(id)
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func _on_connected_to_server() -> void:
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_show_game_ui()
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print("[Net] 已连接,等待主机生成角色")
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call_deferred("_enter_world")
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func _on_connection_failed() -> void:
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multiplayer.multiplayer_peer = null
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_set_status("连接失败:主机无响应")
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func _on_server_disconnected() -> void:
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multiplayer.multiplayer_peer = null
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_clear_players()
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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_show_menu_ui()
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_set_status("主机已关闭")
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# ---------------- 玩家生成与回收 ----------------
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func _spawn_player(peer_id: int) -> void:
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if not is_instance_valid(_spawner) or not multiplayer.is_server():
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return
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var parent := _spawner.get_node_or_null(_spawner.spawn_path)
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if parent == null or parent.has_node(str(peer_id)):
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return
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_spawner.spawn(peer_id)
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func _despawn_player(peer_id: int) -> void:
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if not is_instance_valid(_spawner):
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return
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var parent := _spawner.get_node_or_null(_spawner.spawn_path)
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if parent == null:
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return
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var node := parent.get_node_or_null(str(peer_id))
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if node != null:
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node.queue_free()
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func _clear_players() -> void:
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for node in get_tree().get_nodes_in_group(PLAYER_GROUP):
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node.queue_free()
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# ---------------- 命令行调试入口 ----------------
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func _apply_cmdline() -> void:
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var args := OS.get_cmdline_user_args()
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if args.has("--host"):
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host_game()
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elif args.has("--join"):
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var index := args.find("--join")
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var address := DEFAULT_ADDRESS
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if index + 1 < args.size():
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address = args[index + 1]
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join_game(address)
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# ---------------- 界面(节点都在 net.tscn 里,这里只管状态) ----------------
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## 两个按钮的 pressed 信号在 net.tscn 里连到这里
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func _on_host_button_pressed() -> void:
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host_game()
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func _on_join_button_pressed() -> void:
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join_game(_address_edit.text)
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func _unhandled_key_input(event: InputEvent) -> void:
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if event is InputEventKey and event.pressed and not event.echo \
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and event.keycode == KEY_F10 and multiplayer.multiplayer_peer != null:
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leave_game()
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get_viewport().set_input_as_handled()
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func _show_game_ui() -> void:
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_menu.visible = false
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_hud.visible = true
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_update_hud()
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func _show_menu_ui() -> void:
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_menu.visible = true
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_hud.visible = false
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func _set_status(text: String) -> void:
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_menu_status.text = text
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func _update_hud() -> void:
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var role := "主机" if multiplayer.is_server() else "客户端"
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var players := multiplayer.get_peers().size() + 1
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_hud_status.text = "联机中 · %s · 玩家 %d" % [role, players]
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