feat: implement core lobby management system with Nakama integration, player state, and game settings.

This commit is contained in:
2026-03-13 03:46:04 +08:00
parent a06e04e14b
commit 74a81425c5
7 changed files with 203 additions and 18 deletions
+5
View File
@@ -101,3 +101,8 @@ func get_boost_multiplier(player_id: int) -> float:
# Player is faster than average -> Boost fills slower
# Scale down to 0.8x
return 0.8
func reset():
preset_goals.clear()
player_completion_times.clear()
player_start_times.clear()
+65 -9
View File
@@ -12,12 +12,14 @@ signal player_joined(player_data: Dictionary)
signal player_left(player_id: int)
signal ready_state_changed(player_id: int, is_ready: bool)
signal all_players_ready()
signal host_disconnected()
signal game_starting()
signal match_duration_changed(duration_seconds: int)
signal randomize_spawn_changed(enabled: bool)
signal character_changed(player_id: int, character_name: String)
signal area_changed(area_name: String)
signal player_list_changed()
signal rematch_votes_updated(count: int, required: int)
# Stop N Go settings signals
signal sng_go_duration_changed(duration: int)
@@ -50,6 +52,9 @@ signal enable_cycle_timer_changed(enabled: bool)
var scarcity_mode: String = "Normal" # Normal, Aggressive, Chaos
signal scarcity_mode_changed(mode: String)
# Disconnection reason for UI feedback
var disconnect_reason: String = ""
# Stop N Go settings
var sng_go_duration: int = 15
var sng_stop_duration: int = 4
@@ -60,6 +65,9 @@ var doors_swap_time: int = 15
var doors_refresh_time: int = 25
var doors_required_goals: int = 8
# Rematch tracking
var rematch_votes: Array = [] # [player_id, ...]
# Character and area selection
var available_characters: Array[String] = ["Copper", "Dabro", "Gatot", "Pip", "Random"]
var available_areas: Array[String] = []
@@ -87,6 +95,7 @@ func _ready():
NakamaManager.match_joined.connect(_on_match_joined)
multiplayer.peer_connected.connect(_on_peer_connected)
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
multiplayer.server_disconnected.connect(_on_server_disconnected)
func _update_available_areas(mode: String) -> void:
match mode:
@@ -133,14 +142,13 @@ func join_room(match_id: String) -> void:
func leave_room() -> void:
"""Leave the current room."""
current_room = {}
players_in_room.clear()
is_host = false
_all_ready = false
print("[LobbyManager] Leaving room. Clearing all local state.")
# Disconnect from Nakama match
if NakamaManager.socket:
NakamaManager.socket.close()
# Important: Reset all lobby settings and player lists first
reset()
# Disconnect from Nakama and reset multiplayer peer
NakamaManager.cleanup()
# Important: Clean up game state as well to prevent ghost players
GameStateManager.reset()
@@ -496,13 +504,13 @@ func sync_game_mode(mode: String) -> void:
_update_available_areas(mode)
emit_signal("game_mode_changed", mode)
func start_game() -> void:
func start_game(force: bool = false) -> void:
"""Host triggers game start (transitions all players to main.tscn)."""
if not is_host:
push_error("Only host can start the game")
return
if not _all_ready:
if not force and not _all_ready:
push_error("Not all players are ready")
return
@@ -639,6 +647,54 @@ func _on_peer_disconnected(peer_id: int) -> void:
emit_signal("player_left", peer_id)
_check_all_ready()
func _on_server_disconnected() -> void:
"""Called on all clients when the host (server) disconnects."""
print("[LobbyManager] Server (Host) disconnected. Terminating room...")
disconnect_reason = "Host disconnected. Match terminated."
rematch_votes.clear()
emit_signal("host_disconnected")
leave_room()
# =============================================================================
# Rematch Logic
# =============================================================================
func reset_rematch_votes() -> void:
rematch_votes.clear()
emit_signal("rematch_votes_updated", 0, 2)
@rpc("any_peer", "call_local", "reliable")
func request_rematch(player_id: int) -> void:
"""Client requests a rematch. Only 2 votes needed to trigger."""
if not multiplayer.is_server():
return
if player_id not in rematch_votes:
rematch_votes.append(player_id)
print("[LobbyManager] Rematch vote from %d. Total: %d/2" % [player_id, rematch_votes.size()])
# Sync vote count to all clients
rpc("sync_rematch_votes", rematch_votes.size(), 2)
# Check if we have enough votes
if rematch_votes.size() >= 2:
print("[LobbyManager] Rematch threshold met! Starting game...")
start_rematch()
@rpc("authority", "call_local", "reliable")
func sync_rematch_votes(count: int, required: int) -> void:
emit_signal("rematch_votes_updated", count, required)
func start_rematch() -> void:
"""Host starts the rematch."""
if not is_host:
return
reset_rematch_votes()
# Start game using existing start_game logic, bypassing ready check
start_game(true)
@rpc("reliable")
func sync_player_list(player_list: Array) -> void:
"""Sync player list from host to all clients."""
+4
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@@ -21,3 +21,7 @@ func end_current_turn():
func reset_turn():
current_turn_index = -1
func reset():
current_turn_index = 0
turn_based_mode = false
+6 -2
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@@ -51,8 +51,12 @@ func connect_to_nakama_async(email: String = "", password: String = "") -> bool:
# 1. Authenticate
if email == "":
var device_id = OS.get_unique_id()
# Use a more stable ID for testing instead of randi() every call
# If you need multiple clients on one machine, consider a command line arg or config
# If running in editor or debug, append a unique suffix to allow multiple
# instances on one machine to have separate sessions.
if OS.is_debug_build():
device_id += "_" + str(Time.get_ticks_msec()) + "_" + str(randi() % 1000)
session = await client.authenticate_device_async(device_id)
else:
session = await client.authenticate_email_async(email, password)