feat: update 2.1.9
This commit is contained in:
@@ -0,0 +1,35 @@
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extends HBoxContainer
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## FriendRow — Single row in the friends list inside SocialPanel.
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@onready var _name_label: Label = %NameLabel
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@onready var _state_label: Label = %StateLabel
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@onready var _dm_btn: Button = %DMBtn
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@onready var _accept_btn: Button = %AcceptBtn
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@onready var _decline_btn: Button = %DeclineBtn
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@onready var _remove_btn: Button = %RemoveBtn
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var _user_id: String
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var _username: String
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var _panel: Control # reference to SocialPanel for opening DM
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func setup(uid: String, uname: String, state: int, panel: Control) -> void:
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_user_id = uid
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_username = uname
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_panel = panel
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_name_label.text = uname
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match state:
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FriendManager.STATE_FRIEND:
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_dm_btn.visible = true
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_remove_btn.visible = true
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_dm_btn.pressed.connect(func(): panel.call("_open_dm", uid, uname))
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_remove_btn.pressed.connect(func(): FriendManager.remove_friend(uid))
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FriendManager.STATE_INVITE_OUT:
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_state_label.text = "(invite sent)"
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_state_label.visible = true
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FriendManager.STATE_INVITE_IN:
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_accept_btn.visible = true
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_decline_btn.visible = true
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_accept_btn.pressed.connect(func(): FriendManager.add_friend_by_id(uid))
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_decline_btn.pressed.connect(func(): FriendManager.remove_friend(uid))
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@@ -0,0 +1 @@
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uid://blugche8rky44
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@@ -0,0 +1,27 @@
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extends Window
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signal closed
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@onready var _friend_rows: VBoxContainer = %FriendRows
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@onready var _no_friends_label: Label = %NoFriendsLabel
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@onready var _close_btn: Button = %CloseBtn
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const INVITE_ROW_SCENE := preload("res://scenes/ui/invite_row.tscn")
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func _ready() -> void:
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_close_btn.pressed.connect(func(): emit_signal("closed"))
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close_requested.connect(func(): emit_signal("closed"))
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func open(friends: Array, match_id: String) -> void:
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if friends.is_empty():
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_no_friends_label.visible = true
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popup_centered()
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return
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_no_friends_label.visible = false
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for f in friends:
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var row: Control = INVITE_ROW_SCENE.instantiate()
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_friend_rows.add_child(row)
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row.setup(f.get("username", "?"), f.get("user_id", ""), match_id)
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popup_centered()
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@@ -0,0 +1 @@
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uid://c3aw5biordna
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@@ -0,0 +1,12 @@
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extends HBoxContainer
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@onready var _name_label: Label = %NameLabel
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@onready var _invite_btn: Button = %InviteBtn
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func setup(username: String, user_id: String, match_id: String) -> void:
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_name_label.text = username
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_invite_btn.pressed.connect(func():
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FriendManager.send_lobby_invite(user_id, match_id)
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_invite_btn.text = "Sent!"
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_invite_btn.disabled = true
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)
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@@ -0,0 +1 @@
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uid://by70gfocmnnbj
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@@ -0,0 +1,14 @@
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extends ConfirmationDialog
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signal accepted
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signal declined
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@onready var _message_label: Label = %MessageLabel
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func _ready() -> void:
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confirmed.connect(func(): emit_signal("accepted"))
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canceled.connect(func(): emit_signal("declined"))
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get_cancel_button().text = "Decline"
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func setup(from_name: String) -> void:
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_message_label.text = "%s invited you to join their lobby!\n\nJoin now?" % from_name
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@@ -0,0 +1 @@
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uid://okk0tebly5gr
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@@ -10,6 +10,7 @@ extends Control
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@onready var google_button := %GoogleButton as Button
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@onready var apple_button := %AppleButton as Button
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@onready var facebook_button := %FacebookButton as Button
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@onready var steam_button := %SteamButton as Button
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@onready var status_label := %StatusLabel as Label
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@onready var loading_spinner := %LoadingSpinner as TextureProgressBar
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@@ -65,6 +66,7 @@ func _connect_signals() -> void:
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google_button.pressed.connect(_on_google_pressed)
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apple_button.pressed.connect(_on_apple_pressed)
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facebook_button.pressed.connect(_on_facebook_pressed)
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steam_button.pressed.connect(_on_steam_pressed)
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# Registration buttons
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register_button.pressed.connect(_on_register_pressed)
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@@ -99,15 +101,18 @@ func _setup_ui() -> void:
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_configure_social_buttons()
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func _configure_social_buttons() -> void:
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# Google - available on all platforms
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google_button.visible = true
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# Google - hidden until API is configured
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google_button.visible = false
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# Apple - iOS and macOS only (or hide if not configured)
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var os := OS.get_name()
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apple_button.visible = os in ["iOS", "macOS"]
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# Facebook - available on all platforms
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facebook_button.visible = true
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# Facebook - hidden until API is configured
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facebook_button.visible = false
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# Steam - show when GodotSteam GDExtension is available
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steam_button.visible = ClassDB.class_exists("Steam")
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# =============================================================================
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# Panel Switching
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@@ -190,6 +195,13 @@ func _on_facebook_pressed() -> void:
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# When you have the access token from Facebook SDK:
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# AuthManager.login_with_facebook(access_token)
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func _on_steam_pressed() -> void:
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if is_loading:
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return
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# Steam login uses Steamworks auth ticket
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AuthManager.login_with_steam()
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func _on_server_option_selected(index: int) -> void:
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@@ -421,6 +433,7 @@ func _set_inputs_enabled(enabled: bool) -> void:
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google_button.disabled = not enabled
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apple_button.disabled = not enabled
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facebook_button.disabled = not enabled
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steam_button.disabled = not enabled
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email_input.editable = enabled
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password_input.editable = enabled
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reg_email_input.editable = enabled
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@@ -231,6 +231,7 @@ func _auth_mode_name(mode: int) -> String:
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AuthManager.AuthMode.GOOGLE: return "Google"
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AuthManager.AuthMode.APPLE: return "Apple"
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AuthManager.AuthMode.FACEBOOK: return "Facebook"
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AuthManager.AuthMode.STEAM: return "Steam"
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_: return "Guest"
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# ─────────────────────────────────────────────────────────────
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@@ -0,0 +1,164 @@
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extends Control
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## SocialPanel — Friend list with DM and global chat tabs.
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## Nodes defined in social_panel.tscn; this script handles all logic.
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signal closed
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# ─── Node references via %UniqueName ─────────────────────────────────────
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@onready var _close_btn: Button = %CloseBtn
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@onready var _friends_tab_btn: Button = %FriendsTabBtn
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@onready var _global_tab_btn: Button = %GlobalTabBtn
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@onready var _dm_tab_btn: Button = %DMTabBtn
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@onready var _friends_view: VBoxContainer = %FriendsView
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@onready var _global_view: VBoxContainer = %GlobalView
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@onready var _dm_view: VBoxContainer = %DMView
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@onready var _add_friend_input: LineEdit = %AddFriendInput
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@onready var _add_friend_btn: Button = %AddFriendBtn
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@onready var _friend_list: VBoxContainer = %FriendList
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@onready var _global_log: RichTextLabel = %GlobalLog
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@onready var _global_input: LineEdit = %GlobalInput
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@onready var _global_send_btn: Button = %GlobalSendBtn
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@onready var _dm_back_btn: Button = %DMBackBtn
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@onready var _dm_username_label: Label = %DMUsernameLabel
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@onready var _dm_log: RichTextLabel = %DMLog
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@onready var _dm_input: LineEdit = %DMInput
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@onready var _dm_send_btn: Button = %DMSendBtn
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# ─── State ────────────────────────────────────────────────────────────────
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var _active_dm_user_id: String = ""
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var _active_dm_username: String = ""
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var _dm_history: Dictionary = {}
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var _global_chat_channel = null
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var _current_tab: String = "friends"
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# ─── Lifecycle ────────────────────────────────────────────────────────────
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func _ready() -> void:
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_close_btn.pressed.connect(func(): emit_signal("closed"); hide())
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_friends_tab_btn.pressed.connect(func(): _show_tab("friends"))
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_global_tab_btn.pressed.connect(func(): _show_tab("global"))
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_dm_tab_btn.pressed.connect(func(): _show_tab("dm"))
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_add_friend_btn.pressed.connect(_on_add_friend_pressed)
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_add_friend_input.text_submitted.connect(func(_t): _on_add_friend_pressed())
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_global_send_btn.pressed.connect(_send_global_message)
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_global_input.text_submitted.connect(func(_t): _send_global_message())
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_dm_send_btn.pressed.connect(_send_dm)
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_dm_input.text_submitted.connect(func(_t): _send_dm())
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_dm_back_btn.pressed.connect(func(): _show_tab("friends"))
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FriendManager.friends_updated.connect(_refresh_friend_list)
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FriendManager.dm_message_received.connect(_on_dm_received)
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NakamaManager.connected_to_nakama.connect(_join_global_chat)
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if NakamaManager.socket and NakamaManager.socket.is_connected_to_host():
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_join_global_chat()
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FriendManager.load_friends()
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_show_tab("friends")
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func _refresh_friend_list(friends: Array) -> void:
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if not _friend_list:
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return
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for ch in _friend_list.get_children():
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ch.queue_free()
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if friends.is_empty():
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var empty_lbl := Label.new()
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empty_lbl.text = "No friends yet. Add someone above!"
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_friend_list.add_child(empty_lbl)
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return
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var friend_row_scene := preload("res://scenes/ui/friend_row.tscn")
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for f in friends:
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var uid: String = f.get("user_id", "")
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var uname: String = f.get("username", "?")
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var state: int = f.get("state", 0)
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var row: Control = friend_row_scene.instantiate()
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_friend_list.add_child(row)
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row.setup(uid, uname, state, self)
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func _on_add_friend_pressed() -> void:
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var val := _add_friend_input.text.strip_edges()
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if val.is_empty():
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return
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_add_friend_input.text = ""
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if val.length() == 36 and val.count("-") == 4:
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FriendManager.add_friend_by_id(val)
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else:
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FriendManager.add_friend_by_username(val)
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func _join_global_chat() -> void:
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if _global_chat_channel:
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return
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var socket = NakamaManager.socket
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if not socket:
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return
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var channel = await socket.join_chat_async(
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"social_global", NakamaSocket.ChannelType.Room, true, false)
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if channel.is_exception():
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return
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_global_chat_channel = channel
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if not socket.received_channel_message.is_connected(_on_global_message):
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socket.received_channel_message.connect(_on_global_message)
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func _send_global_message() -> void:
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var text = _global_input.text.strip_edges()
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if text.is_empty() or not _global_chat_channel:
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return
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_global_input.text = ""
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var socket = NakamaManager.socket
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if socket:
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socket.write_chat_message_async(_global_chat_channel.id, {"msg": text})
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func _on_global_message(msg) -> void:
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if not _global_chat_channel or msg.channel_id != _global_chat_channel.id:
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return
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var text: String = ""
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var parsed = JSON.parse_string(msg.content)
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if typeof(parsed) == TYPE_DICTIONARY:
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text = parsed.get("msg", msg.content)
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else:
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text = msg.content
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var sender_name: String = msg.username if msg.username else "?"
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if _global_log:
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_global_log.append_text("[b]%s:[/b] %s\n" % [sender_name, text])
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func _open_dm(user_id: String, username: String) -> void:
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_active_dm_user_id = user_id
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_active_dm_username = username
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_dm_username_label.text = "DM: %s" % username
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_dm_tab_btn.visible = true
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# Reload history
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_dm_log.clear()
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var history: Array = _dm_history.get(user_id, [])
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for entry in history:
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var is_self = entry.get("from") == "me"
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var prefix = "[b]%s:[/b]" % ("You" if is_self else username)
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_dm_log.append_text("%s %s\n" % [prefix, entry.get("msg", "")])
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# Open channel
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FriendManager.open_dm(user_id)
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_show_tab("dm")
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func _send_dm() -> void:
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var text = _dm_input.text.strip_edges()
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if text.is_empty() or _active_dm_user_id.is_empty():
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return
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_dm_input.text = ""
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var sent = await FriendManager.send_dm(_active_dm_user_id, text)
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if sent:
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if not _dm_history.has(_active_dm_user_id):
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_dm_history[_active_dm_user_id] = []
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_dm_history[_active_dm_user_id].append({"from": "me", "msg": text})
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_dm_log.append_text("[b]You:[/b] %s\n" % text)
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func _on_dm_received(from_user_id: String, from_name: String, message: String) -> void:
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if not _dm_history.has(from_user_id):
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_dm_history[from_user_id] = []
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_dm_history[from_user_id].append({"from": from_user_id, "msg": message})
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if _active_dm_user_id == from_user_id and _current_tab == "dm":
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_dm_log.append_text("[b]%s:[/b] %s\n" % [from_name, message])
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# ─── Tab switching ─────────────────────────────────────────────────────────
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func _show_tab(tab: String) -> void:
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_current_tab = tab
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_friends_view.visible = tab == "friends"
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_global_view.visible = tab == "global"
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_dm_view.visible = tab == "dm"
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@@ -0,0 +1 @@
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uid://dyr5tlvds11ib
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Reference in New Issue
Block a user