This commit is contained in:
2025-12-10 02:55:07 +08:00
parent 58d28366bb
commit 7ad20497d8
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extends PanelContainer
## Admin panel for in-game server management using Nakama RPC
## Requires server-side tekton_admin.ts module for security
signal closed
signal player_kicked(player_id: String)
signal player_banned(player_id: String)
@onready var close_button := %CloseButton as Button
@onready var player_list := %PlayerList as ItemList
@onready var kick_btn := %KickBtn as Button
@onready var ban_btn := %BanBtn as Button
@onready var mute_btn := %MuteBtn as Button
@onready var player_count_label := %PlayerCount as Label
@onready var match_id_label := %MatchIdLabel as Label
@onready var server_status_label := %ServerStatus as Label
@onready var end_match_btn := %EndMatchBtn as Button
@onready var restart_match_btn := %RestartMatchBtn as Button
@onready var ban_list := %BanList as ItemList
@onready var unban_btn := %UnbanBtn as Button
@onready var status_label := %StatusLabel as Label
# Player data cache
var players: Array = []
var banned_players: Array = [] # [{user_id, username, banned_at, reason, expires}]
var is_admin: bool = false
var is_host: bool = false
func _ready() -> void:
_connect_signals()
visible = false
func _connect_signals() -> void:
close_button.pressed.connect(_on_close_pressed)
kick_btn.pressed.connect(_on_kick_pressed)
ban_btn.pressed.connect(_on_ban_pressed)
mute_btn.pressed.connect(_on_mute_pressed)
end_match_btn.pressed.connect(_on_end_match_pressed)
restart_match_btn.pressed.connect(_on_restart_match_pressed)
unban_btn.pressed.connect(_on_unban_pressed)
player_list.item_selected.connect(_on_player_selected)
func show_panel() -> void:
# Check permissions
is_host = LobbyManager.is_host
is_admin = await _check_admin_status()
if not is_host and not is_admin:
status_label.text = "Admin access required"
status_label.add_theme_color_override("font_color", Color.RED)
return
# Show/hide admin-only features
ban_btn.visible = is_admin
unban_btn.visible = is_admin
await _refresh_all_data()
visible = true
func _check_admin_status() -> bool:
# Check with server if user has admin role
var result := await _rpc_call("get_user_profile", {})
if result.has("role"):
return result.role in ["admin", "moderator", "owner"]
return false
func _on_close_pressed() -> void:
visible = false
emit_signal("closed")
# =============================================================================
# RPC Helpers
# =============================================================================
func _rpc_call(rpc_name: String, payload: Dictionary) -> Dictionary:
if not NakamaManager.client or not NakamaManager.session:
push_error("[AdminPanel] Not connected to Nakama")
return {"error": "Not connected"}
var result := await NakamaManager.client.rpc_async(
NakamaManager.session,
rpc_name,
JSON.stringify(payload)
)
if result.is_exception():
var error: String = result.get_exception().message
push_error("[AdminPanel] RPC Error: " + error)
status_label.text = "Error: " + error
status_label.add_theme_color_override("font_color", Color.RED)
return {"error": error}
if result.payload:
return JSON.parse_string(result.payload)
return {}
# =============================================================================
# Data Refresh
# =============================================================================
func _refresh_all_data() -> void:
await _refresh_player_list()
await _refresh_server_stats()
if is_admin:
await _refresh_ban_list()
status_label.text = ""
func _refresh_player_list() -> void:
player_list.clear()
players = LobbyManager.get_players()
for player in players:
var name: String = player.get("name", "Unknown")
var id: int = player.get("id", 0)
var user_id: String = player.get("user_id", "")
var is_player_host := id == 1
var display := name
if is_player_host:
display += " (Host)"
player_list.add_item(display)
# Store user_id as metadata
player_list.set_item_metadata(player_list.item_count - 1, {
"user_id": user_id,
"peer_id": id,
"name": name
})
_update_action_buttons()
func _refresh_server_stats() -> void:
var stats := await _rpc_call("admin_get_server_stats", {
"match_id": NakamaManager.current_match_id
})
if stats.has("error"):
return
player_count_label.text = str(stats.get("total_players", LobbyManager.get_players().size()))
var match_id := NakamaManager.current_match_id
if match_id.length() > 16:
match_id = match_id.substr(0, 16) + "..."
match_id_label.text = match_id if match_id else "N/A"
server_status_label.text = "Running"
server_status_label.add_theme_color_override("font_color", Color.GREEN)
func _refresh_ban_list() -> void:
ban_list.clear()
var result := await _rpc_call("admin_get_ban_list", {})
if result.has("error"):
return
banned_players = result.get("bans", [])
for ban in banned_players:
var display := "%s - %s" % [
ban.get("username", "Unknown"),
ban.get("reason", "No reason")
]
if ban.get("expires"):
display += " (until " + ban.expires + ")"
ban_list.add_item(display)
ban_list.set_item_metadata(ban_list.item_count - 1, ban)
# =============================================================================
# Player Actions
# =============================================================================
func _on_player_selected(_index: int) -> void:
_update_action_buttons()
func _update_action_buttons() -> void:
var selected := player_list.get_selected_items()
if selected.is_empty():
kick_btn.disabled = true
ban_btn.disabled = true
mute_btn.disabled = true
return
var idx: int = selected[0]
var meta: Dictionary = player_list.get_item_metadata(idx)
var is_player_host := meta.get("peer_id", 0) == 1
# Can't kick/ban the host or yourself
var is_self := meta.get("user_id", "") == AuthManager.current_user.get("user_id", "")
kick_btn.disabled = is_player_host or is_self
ban_btn.disabled = is_player_host or is_self or not is_admin
mute_btn.disabled = is_self
func _on_kick_pressed() -> void:
var selected := player_list.get_selected_items()
if selected.is_empty():
return
var meta: Dictionary = player_list.get_item_metadata(selected[0])
var user_id: String = meta.get("user_id", "")
var player_name: String = meta.get("name", "Unknown")
if user_id.is_empty():
status_label.text = "Cannot kick: Invalid player"
return
status_label.text = "Kicking player..."
var result := await _rpc_call("admin_kick_player", {
"match_id": NakamaManager.current_match_id,
"user_id": user_id,
"reason": "Kicked by " + ("admin" if is_admin else "host")
})
if result.get("success", false):
status_label.text = "Kicked: " + player_name
status_label.add_theme_color_override("font_color", Color.GREEN)
emit_signal("player_kicked", user_id)
await get_tree().create_timer(0.5).timeout
_refresh_player_list()
else:
status_label.text = "Failed to kick player"
status_label.add_theme_color_override("font_color", Color.RED)
func _on_ban_pressed() -> void:
var selected := player_list.get_selected_items()
if selected.is_empty():
return
var meta: Dictionary = player_list.get_item_metadata(selected[0])
var user_id: String = meta.get("user_id", "")
var player_name: String = meta.get("name", "Unknown")
if user_id.is_empty():
status_label.text = "Cannot ban: Invalid player"
return
# Show ban dialog
var dialog := _create_ban_dialog(user_id, player_name)
add_child(dialog)
dialog.popup_centered()
func _create_ban_dialog(user_id: String, player_name: String) -> ConfirmationDialog:
var dialog := ConfirmationDialog.new()
dialog.title = "Ban Player"
var vbox := VBoxContainer.new()
var info_label := Label.new()
info_label.text = "Ban player: " + player_name
vbox.add_child(info_label)
var reason_label := Label.new()
reason_label.text = "Reason:"
vbox.add_child(reason_label)
var reason_input := LineEdit.new()
reason_input.placeholder_text = "Enter ban reason"
vbox.add_child(reason_input)
var duration_label := Label.new()
duration_label.text = "Duration (hours, 0 = permanent):"
vbox.add_child(duration_label)
var duration_input := SpinBox.new()
duration_input.min_value = 0
duration_input.max_value = 8760 # 1 year
duration_input.value = 24 # Default 24 hours
vbox.add_child(duration_input)
dialog.add_child(vbox)
dialog.confirmed.connect(func():
_execute_ban(user_id, player_name, reason_input.text, int(duration_input.value))
dialog.queue_free()
)
dialog.canceled.connect(func():
dialog.queue_free()
)
return dialog
func _execute_ban(user_id: String, player_name: String, reason: String, duration_hours: int) -> void:
status_label.text = "Banning player..."
var result := await _rpc_call("admin_ban_player", {
"user_id": user_id,
"reason": reason if reason else "No reason provided",
"duration_hours": duration_hours,
"match_id": NakamaManager.current_match_id
})
if result.get("success", false):
status_label.text = "Banned: " + player_name
status_label.add_theme_color_override("font_color", Color.GREEN)
emit_signal("player_banned", user_id)
await get_tree().create_timer(0.5).timeout
await _refresh_all_data()
else:
status_label.text = "Failed to ban: " + result.get("error", "Unknown error")
status_label.add_theme_color_override("font_color", Color.RED)
func _on_mute_pressed() -> void:
var selected := player_list.get_selected_items()
if selected.is_empty():
return
var meta: Dictionary = player_list.get_item_metadata(selected[0])
var player_name: String = meta.get("name", "Unknown")
# TODO: Implement mute via chat system RPC
status_label.text = "Muted: " + player_name
# =============================================================================
# Server Controls
# =============================================================================
func _on_end_match_pressed() -> void:
var dialog := ConfirmationDialog.new()
dialog.dialog_text = "Are you sure you want to end this match?\nAll players will be returned to the lobby."
add_child(dialog)
dialog.popup_centered()
dialog.confirmed.connect(func():
status_label.text = "Ending match..."
var result := await _rpc_call("admin_end_match", {
"match_id": NakamaManager.current_match_id,
"reason": "Ended by " + ("admin" if is_admin else "host")
})
if result.get("success", false):
status_label.text = "Match ended"
else:
status_label.text = "Failed to end match"
dialog.queue_free()
)
dialog.canceled.connect(func(): dialog.queue_free())
func _on_restart_match_pressed() -> void:
var dialog := ConfirmationDialog.new()
dialog.dialog_text = "Restart the current match?"
add_child(dialog)
dialog.popup_centered()
dialog.confirmed.connect(func():
# For restart, we'll use a different approach - reload scene locally
# The actual match restart logic would depend on your game
get_tree().reload_current_scene()
dialog.queue_free()
)
dialog.canceled.connect(func(): dialog.queue_free())
# =============================================================================
# Ban List Management
# =============================================================================
func _on_unban_pressed() -> void:
var selected := ban_list.get_selected_items()
if selected.is_empty():
status_label.text = "Select a player to unban"
return
var meta: Dictionary = ban_list.get_item_metadata(selected[0])
var user_id: String = meta.get("user_id", "")
var username: String = meta.get("username", "Unknown")
if user_id.is_empty():
status_label.text = "Invalid ban entry"
return
status_label.text = "Unbanning..."
var result := await _rpc_call("admin_unban_player", {
"user_id": user_id
})
if result.get("success", false):
status_label.text = "Unbanned: " + username
status_label.add_theme_color_override("font_color", Color.GREEN)
await _refresh_ban_list()
else:
status_label.text = "Failed to unban"
status_label.add_theme_color_override("font_color", Color.RED)
# =============================================================================
# Input Handling
# =============================================================================
func _input(event: InputEvent) -> void:
# Toggle admin panel with F10
if event is InputEventKey and event.pressed and event.keycode == KEY_F10:
if visible:
_on_close_pressed()
else:
show_panel()
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extends Control
## Login screen controller - handles authentication UI
# Login panel elements
@onready var guest_button := %GuestButton as Button
@onready var email_input := %EmailInput as LineEdit
@onready var password_input := %PasswordInput as LineEdit
@onready var remember_me := %RememberMe as CheckBox
@onready var login_button := %LoginButton as Button
@onready var register_link := %RegisterLink as LinkButton
@onready var google_button := %GoogleButton as Button
@onready var apple_button := %AppleButton as Button
@onready var facebook_button := %FacebookButton as Button
@onready var status_label := %StatusLabel as Label
@onready var loading_spinner := %LoadingSpinner as TextureProgressBar
# Registration panel elements
@onready var registration_panel := %RegistrationPanel as PanelContainer
@onready var reg_email_input := %RegEmailInput as LineEdit
@onready var reg_username_input := %RegUsernameInput as LineEdit
@onready var reg_password_input := %RegPasswordInput as LineEdit
@onready var reg_confirm_password_input := %RegConfirmPasswordInput as LineEdit
@onready var password_strength := %PasswordStrength as ProgressBar
@onready var password_hint := %PasswordHint as Label
@onready var register_button := %RegisterButton as Button
@onready var back_to_login_link := %BackToLoginLink as LinkButton
@onready var reg_status_label := %RegStatusLabel as Label
# Main panel reference
@onready var main_panel := $CenterContainer/MainPanel as PanelContainer
var is_loading: bool = false
func _ready() -> void:
_connect_signals()
_setup_ui()
# Check if already authenticated
if AuthManager.is_logged_in():
_go_to_lobby()
func _connect_signals() -> void:
# Login buttons
guest_button.pressed.connect(_on_guest_pressed)
login_button.pressed.connect(_on_login_pressed)
register_link.pressed.connect(_show_registration)
# Social buttons
google_button.pressed.connect(_on_google_pressed)
apple_button.pressed.connect(_on_apple_pressed)
facebook_button.pressed.connect(_on_facebook_pressed)
# Registration buttons
register_button.pressed.connect(_on_register_pressed)
back_to_login_link.pressed.connect(_show_login)
# Password strength checker
reg_password_input.text_changed.connect(_check_password_strength)
# Auth manager signals
AuthManager.auth_started.connect(_on_auth_started)
AuthManager.auth_completed.connect(_on_auth_completed)
AuthManager.auth_failed.connect(_on_auth_failed)
AuthManager.session_restored.connect(_on_session_restored)
# Enter key to submit
password_input.text_submitted.connect(func(_t): _on_login_pressed())
reg_confirm_password_input.text_submitted.connect(func(_t): _on_register_pressed())
func _setup_ui() -> void:
status_label.text = ""
reg_status_label.text = ""
loading_spinner.visible = false
registration_panel.visible = false
main_panel.visible = true
# Hide social buttons on platforms where they're not supported
_configure_social_buttons()
func _configure_social_buttons() -> void:
# Google - available on all platforms
google_button.visible = true
# Apple - iOS and macOS only (or hide if not configured)
var os := OS.get_name()
apple_button.visible = os in ["iOS", "macOS"]
# Facebook - available on all platforms
facebook_button.visible = true
# =============================================================================
# Panel Switching
# =============================================================================
func _show_registration() -> void:
main_panel.visible = false
registration_panel.visible = true
reg_status_label.text = ""
reg_email_input.grab_focus()
func _show_login() -> void:
registration_panel.visible = false
main_panel.visible = true
status_label.text = ""
email_input.grab_focus()
# =============================================================================
# Login Handlers
# =============================================================================
func _on_guest_pressed() -> void:
if is_loading:
return
AuthManager.login_as_guest()
func _on_login_pressed() -> void:
if is_loading:
return
var email := email_input.text.strip_edges()
var password := password_input.text
if email.is_empty():
_show_error("Please enter your email")
return
if password.is_empty():
_show_error("Please enter your password")
return
if not _is_valid_email(email):
_show_error("Please enter a valid email address")
return
AuthManager.login_with_email(email, password, remember_me.button_pressed)
func _on_google_pressed() -> void:
if is_loading:
return
# Note: Actual Google Sign-In requires platform-specific implementation
# This is a placeholder - you need to integrate Google Sign-In SDK
_show_error("Google Sign-In requires SDK integration")
# When you have the ID token from Google SDK:
# AuthManager.login_with_google(id_token)
func _on_apple_pressed() -> void:
if is_loading:
return
# Note: Apple Sign-In requires platform-specific implementation
_show_error("Apple Sign-In requires SDK integration")
# When you have the ID token from Apple:
# AuthManager.login_with_apple(id_token)
func _on_facebook_pressed() -> void:
if is_loading:
return
# Note: Facebook Login requires platform-specific implementation
_show_error("Facebook Login requires SDK integration")
# When you have the access token from Facebook SDK:
# AuthManager.login_with_facebook(access_token)
# =============================================================================
# Registration Handlers
# =============================================================================
func _on_register_pressed() -> void:
if is_loading:
return
var email := reg_email_input.text.strip_edges()
var username := reg_username_input.text.strip_edges()
var password := reg_password_input.text
var confirm_password := reg_confirm_password_input.text
# Validation
if email.is_empty():
_show_reg_error("Please enter your email")
return
if not _is_valid_email(email):
_show_reg_error("Please enter a valid email address")
return
if username.is_empty():
_show_reg_error("Please enter a username")
return
if username.length() < 3:
_show_reg_error("Username must be at least 3 characters")
return
if password.is_empty():
_show_reg_error("Please enter a password")
return
if password.length() < 8:
_show_reg_error("Password must be at least 8 characters")
return
if password != confirm_password:
_show_reg_error("Passwords do not match")
return
if _calculate_password_strength(password) < 2:
_show_reg_error("Password is too weak. Add numbers or symbols.")
return
AuthManager.register_with_email(email, password, username)
func _check_password_strength(password: String) -> void:
var strength := _calculate_password_strength(password)
password_strength.value = strength
# Color based on strength
var color: Color
match strength:
0, 1:
color = Color.RED
password_hint.text = "Weak - add more characters"
2:
color = Color.ORANGE
password_hint.text = "Fair - add numbers or symbols"
3:
color = Color.YELLOW_GREEN
password_hint.text = "Good"
4:
color = Color.GREEN
password_hint.text = "Strong!"
# Apply color to progress bar
var style := StyleBoxFlat.new()
style.bg_color = color
password_strength.add_theme_stylebox_override("fill", style)
func _calculate_password_strength(password: String) -> int:
var strength := 0
if password.length() >= 8:
strength += 1
if password.length() >= 12:
strength += 1
var has_upper := false
var has_lower := false
var has_digit := false
var has_special := false
for c in password:
if c.to_upper() != c.to_lower():
if c == c.to_upper():
has_upper = true
else:
has_lower = true
elif c.is_valid_int():
has_digit = true
else:
has_special = true
if has_upper and has_lower:
strength += 1
if has_digit:
strength += 0.5
if has_special:
strength += 0.5
return mini(int(strength), 4)
# =============================================================================
# Auth Manager Callbacks
# =============================================================================
func _on_auth_started() -> void:
is_loading = true
loading_spinner.visible = true
_set_inputs_enabled(false)
status_label.text = ""
reg_status_label.text = ""
func _on_auth_completed(success: bool, _user_data: Dictionary) -> void:
is_loading = false
loading_spinner.visible = false
_set_inputs_enabled(true)
if success:
_go_to_lobby()
func _on_auth_failed(error: String) -> void:
is_loading = false
loading_spinner.visible = false
_set_inputs_enabled(true)
if registration_panel.visible:
_show_reg_error(error)
else:
_show_error(error)
func _on_session_restored() -> void:
_go_to_lobby()
# =============================================================================
# Helper Functions
# =============================================================================
func _show_error(message: String) -> void:
status_label.text = message
status_label.add_theme_color_override("font_color", Color(1, 0.4, 0.4))
func _show_reg_error(message: String) -> void:
reg_status_label.text = message
reg_status_label.add_theme_color_override("font_color", Color(1, 0.4, 0.4))
func _set_inputs_enabled(enabled: bool) -> void:
guest_button.disabled = not enabled
login_button.disabled = not enabled
register_button.disabled = not enabled
google_button.disabled = not enabled
apple_button.disabled = not enabled
facebook_button.disabled = not enabled
email_input.editable = enabled
password_input.editable = enabled
reg_email_input.editable = enabled
reg_username_input.editable = enabled
reg_password_input.editable = enabled
reg_confirm_password_input.editable = enabled
func _is_valid_email(email: String) -> bool:
# Simple email validation
var regex := RegEx.new()
regex.compile("^[a-zA-Z0-9._%+-]+@[a-zA-Z0-9.-]+\\.[a-zA-Z]{2,}$")
return regex.search(email) != null
func _go_to_lobby() -> void:
# Navigate to lobby scene
get_tree().change_scene_to_file("res://assets/models/meshes/lobby.tscn")
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extends PanelContainer
## Profile panel controller - displays and edits user profile
signal closed
signal profile_updated
@onready var close_button := %CloseButton as Button
@onready var avatar_display := %AvatarDisplay as TextureRect
@onready var change_avatar_btn := %ChangeAvatarBtn as Button
@onready var display_name_input := %DisplayNameInput as LineEdit
@onready var save_name_btn := %SaveNameBtn as Button
@onready var games_played_label := %GamesPlayed as Label
@onready var win_rate_label := %WinRate as Label
@onready var high_score_label := %HighScore as Label
@onready var account_type_label := %AccountType as Label
@onready var link_account_btn := %LinkAccountBtn as Button
@onready var logout_btn := %LogoutBtn as Button
@onready var status_label := %StatusLabel as Label
@onready var avatar_popup := %AvatarSelectionPopup as PopupPanel
@onready var avatar_grid := %GridContainer as GridContainer
func _ready() -> void:
_connect_signals()
_load_profile_data()
_setup_avatar_grid()
func _connect_signals() -> void:
close_button.pressed.connect(_on_close_pressed)
change_avatar_btn.pressed.connect(_on_change_avatar_pressed)
save_name_btn.pressed.connect(_on_save_name_pressed)
link_account_btn.pressed.connect(_on_link_account_pressed)
logout_btn.pressed.connect(_on_logout_pressed)
UserProfileManager.profile_updated.connect(_on_profile_updated)
UserProfileManager.profile_update_failed.connect(_on_profile_update_failed)
func _load_profile_data() -> void:
var profile := UserProfileManager.profile
var stats := UserProfileManager.stats
# Display name
display_name_input.text = profile.get("display_name", "Guest")
# Avatar
var avatar_url: String = UserProfileManager.get_avatar_url()
if ResourceLoader.exists(avatar_url):
avatar_display.texture = load(avatar_url)
# Stats
games_played_label.text = "Games Played: %d" % stats.get("games_played", 0)
win_rate_label.text = "Win Rate: %.1f%%" % UserProfileManager.get_win_rate()
high_score_label.text = "High Score: %d" % stats.get("high_score", 0)
# Account type
if AuthManager.is_guest:
account_type_label.text = "Account: Guest"
link_account_btn.visible = true
link_account_btn.text = "Link Email (Keep Progress)"
else:
var mode_name := _get_auth_mode_name(AuthManager.auth_mode)
account_type_label.text = "Account: %s" % mode_name
link_account_btn.visible = false
status_label.text = ""
func _get_auth_mode_name(mode: int) -> String:
match mode:
AuthManager.AuthMode.EMAIL:
return "Email"
AuthManager.AuthMode.GOOGLE:
return "Google"
AuthManager.AuthMode.APPLE:
return "Apple"
AuthManager.AuthMode.FACEBOOK:
return "Facebook"
_:
return "Guest"
func _setup_avatar_grid() -> void:
# Clear existing
for child in avatar_grid.get_children():
child.queue_free()
# Add avatar buttons
for i in range(UserProfileManager.AVATARS.size()):
var avatar_path: String = UserProfileManager.AVATARS[i]
var btn := Button.new()
btn.custom_minimum_size = Vector2(64, 64)
if ResourceLoader.exists(avatar_path):
var tex := load(avatar_path) as Texture2D
btn.icon = tex
btn.expand_icon = true
else:
btn.text = str(i + 1)
btn.pressed.connect(_on_avatar_selected.bind(i))
avatar_grid.add_child(btn)
func _on_close_pressed() -> void:
hide()
emit_signal("closed")
func _on_change_avatar_pressed() -> void:
avatar_popup.popup_centered()
func _on_avatar_selected(index: int) -> void:
avatar_popup.hide()
status_label.text = "Saving avatar..."
var success := await UserProfileManager.update_avatar(index)
if success:
var avatar_url: String = UserProfileManager.get_avatar_url()
if ResourceLoader.exists(avatar_url):
avatar_display.texture = load(avatar_url)
status_label.text = "Avatar updated!"
else:
status_label.text = "Failed to update avatar"
func _on_save_name_pressed() -> void:
var new_name := display_name_input.text.strip_edges()
if new_name.is_empty():
status_label.text = "Name cannot be empty"
return
status_label.text = "Saving..."
save_name_btn.disabled = true
var success := await UserProfileManager.update_display_name(new_name)
save_name_btn.disabled = false
if success:
status_label.text = "Name updated!"
emit_signal("profile_updated")
else:
status_label.text = "Failed to update name"
func _on_link_account_pressed() -> void:
# Show link account dialog
# For now, just show a simple popup
var dialog := AcceptDialog.new()
dialog.title = "Link Email"
dialog.dialog_text = "Enter your email and password to link this guest account.\nYour progress will be preserved!"
var vbox := VBoxContainer.new()
var email_input := LineEdit.new()
email_input.placeholder_text = "Email"
var password_input := LineEdit.new()
password_input.placeholder_text = "Password"
password_input.secret = true
vbox.add_child(email_input)
vbox.add_child(password_input)
dialog.add_child(vbox)
add_child(dialog)
dialog.popup_centered()
dialog.confirmed.connect(func():
var email := email_input.text.strip_edges()
var password := password_input.text
if email.is_empty() or password.is_empty():
status_label.text = "Please fill in all fields"
return
status_label.text = "Linking account..."
var success := await AuthManager.link_email(email, password)
if success:
status_label.text = "Account linked successfully!"
link_account_btn.visible = false
account_type_label.text = "Account: Email"
else:
status_label.text = "Failed to link account"
dialog.queue_free()
)
func _on_logout_pressed() -> void:
AuthManager.logout()
get_tree().change_scene_to_file("res://scenes/ui/login_screen.tscn")
func _on_profile_updated() -> void:
_load_profile_data()
func _on_profile_update_failed(error: String) -> void:
status_label.text = error
func show_panel() -> void:
_load_profile_data()
show()