feat: implement initial lobby scene with main menu, server browser, and networking options.
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@@ -36,6 +36,8 @@ var current_room: Dictionary = {}
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var players_in_room: Array = [] # [{id, name, is_ready}]
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var available_rooms: Array = []
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var is_host: bool = false
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var is_lan_mode: bool = false # True when using direct ENet (no Nakama)
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const LAN_PORT: int = 7777 # Port for LAN direct connections
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var local_player_name: String = "Player"
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# Match duration in seconds (configurable in lobby by host)
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@@ -113,8 +115,9 @@ func _update_available_areas(mode: String) -> void:
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# =============================================================================
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func create_room(room_name: String) -> void:
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"""Host creates a new room with the given name."""
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"""Host creates a new room with the given name (Nakama)."""
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is_host = true
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is_lan_mode = false
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current_room = {
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"room_name": room_name,
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"host_name": local_player_name,
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@@ -130,8 +133,9 @@ func create_room(room_name: String) -> void:
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NakamaManager.host_game()
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func join_room(match_id: String) -> void:
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"""Client joins an existing room by match ID."""
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"""Client joins an existing room by match ID (Nakama)."""
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is_host = false
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is_lan_mode = false
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var success = await NakamaManager.connect_to_nakama_async()
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if not success:
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@@ -140,6 +144,66 @@ func join_room(match_id: String) -> void:
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NakamaManager.join_game(match_id)
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# =============================================================================
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# LAN Mode (Direct ENet, no Nakama/Docker needed)
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# =============================================================================
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func create_room_lan(room_name: String = "LAN Game") -> bool:
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"""Host creates a LAN room via direct ENet. No Nakama/Docker required."""
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is_host = true
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is_lan_mode = true
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var peer = ENetMultiplayerPeer.new()
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var err = peer.create_server(LAN_PORT, GameStateManager.max_players)
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if err != OK:
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push_error("[LAN] Failed to create ENet server on port %d: %s" % [LAN_PORT, err])
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return false
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multiplayer.set_multiplayer_peer(peer)
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current_room = {
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"room_name": room_name,
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"host_name": local_player_name,
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"max_players": GameStateManager.max_players,
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"match_id": "LAN"
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}
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# Add host to player list
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var my_id = multiplayer.get_unique_id() # Will be 1
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players_in_room.clear()
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players_in_room.append({
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"id": my_id,
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"name": local_player_name,
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"is_ready": false,
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"character": available_characters[local_character_index]
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})
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print("[LAN] Server created on port %d. Waiting for players..." % LAN_PORT)
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emit_signal("room_joined", current_room)
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return true
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func join_room_lan(host_ip: String) -> bool:
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"""Client joins a LAN room by the host's IP address. No Nakama/Docker required."""
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is_host = false
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is_lan_mode = true
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var peer = ENetMultiplayerPeer.new()
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var err = peer.create_client(host_ip, LAN_PORT)
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if err != OK:
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push_error("[LAN] Failed to connect to %s:%d: %s" % [host_ip, LAN_PORT, err])
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return false
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multiplayer.set_multiplayer_peer(peer)
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current_room = {
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"room_name": "LAN Game",
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"match_id": "LAN"
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}
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print("[LAN] Connecting to %s:%d..." % [host_ip, LAN_PORT])
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# _on_peer_connected will fire once connected and trigger request_room_info.
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return true
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func leave_room() -> void:
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"""Leave the current room."""
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print("[LobbyManager] Leaving room. Clearing all local state.")
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@@ -147,15 +211,19 @@ func leave_room() -> void:
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# If we are the host, notify all clients to kick them back to menu/lobby
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if is_host and multiplayer.has_multiplayer_peer() and multiplayer.is_server():
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print("[LobbyManager] Host is leaving. Kicking all clients...")
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# We use rpc() instead of .rpc() for compatibility with older Godot 4 versions if applicable,
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# but .rpc() is standard in 4.x. Let's stick to standard.
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kick_all_clients.rpc()
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# Important: Reset all lobby settings and player lists first
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reset()
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# Disconnect from Nakama and reset multiplayer peer
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NakamaManager.cleanup()
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if is_lan_mode:
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# LAN mode: just close the ENet peer directly
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if multiplayer.has_multiplayer_peer():
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multiplayer.set_multiplayer_peer(null)
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is_lan_mode = false
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else:
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# Nakama mode: full Nakama cleanup
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NakamaManager.cleanup()
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# Important: Clean up game state as well to prevent ghost players
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GameStateManager.reset()
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@@ -206,7 +274,9 @@ func sync_ready_state(player_id: int, is_ready: bool) -> void:
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func _check_all_ready() -> void:
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"""Check if all players are ready."""
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if players_in_room.size() < 2:
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# In LAN mode allow solo play - only 1 player needed
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var min_players = 1 if is_lan_mode else 2
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if players_in_room.size() < min_players:
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_all_ready = false
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return
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@@ -218,6 +288,17 @@ func _check_all_ready() -> void:
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_all_ready = true
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emit_signal("all_players_ready")
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func force_solo_ready() -> void:
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"""Mark the local player as ready immediately (for solo LAN play)."""
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if not multiplayer.has_multiplayer_peer():
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return
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var my_id = multiplayer.get_unique_id()
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for player in players_in_room:
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if player["id"] == my_id:
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player["is_ready"] = true
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break
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_check_all_ready()
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func is_all_ready() -> bool:
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return _all_ready
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@@ -562,6 +643,11 @@ func _on_game_starting() -> void:
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func _on_match_joined(match_id: String) -> void:
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"""Called when successfully joined a Nakama match."""
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# LAN mode handles room setup entirely in create_room_lan() / join_room_lan().
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# Skip this Nakama-specific handler to avoid double-adding the player.
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if is_lan_mode:
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return
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current_room["match_id"] = match_id
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# Use first 8 chars of match ID as room name (matches server browser)
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var short_id = match_id.substr(0, 8) if match_id.length() > 8 else match_id
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@@ -38,6 +38,7 @@ var is_loading: bool = false
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# Server Selection Controls
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var server_option: OptionButton
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var server_ip_input: LineEdit
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var lan_section: VBoxContainer # LAN-specific controls
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func _ready() -> void:
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_connect_signals()
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@@ -203,7 +204,7 @@ func _setup_server_config_ui() -> void:
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# Server Label
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var label = Label.new()
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label.text = "NAKAMA SERVER"
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label.text = "CONNECTION MODE"
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label.add_theme_color_override("font_color", Color(0.69, 0.529, 0.357, 1))
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label.add_theme_font_size_override("font_size", 13)
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server_section.add_child(label)
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@@ -212,8 +213,9 @@ func _setup_server_config_ui() -> void:
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server_option = OptionButton.new()
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server_option.name = "ServerOption"
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server_option.custom_minimum_size = Vector2(0, 44)
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server_option.add_item("Localhost (Testing)")
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server_option.add_item("Remote Server (Host IP)")
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server_option.add_item("Nakama - Localhost (Testing)")
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server_option.add_item("Nakama - Remote Server (Host IP)")
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server_option.add_item("LAN Direct (No Server)")
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# Set initial state based on NakamaManager
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if NakamaManager.nakama_host == "localhost":
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@@ -224,17 +226,62 @@ func _setup_server_config_ui() -> void:
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server_option.item_selected.connect(_on_server_option_selected)
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server_section.add_child(server_option)
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# Server IP Input
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# Nakama Server IP Input
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server_ip_input = LineEdit.new()
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server_ip_input.name = "ServerIPInput"
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server_ip_input.custom_minimum_size = Vector2(0, 44)
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server_ip_input.placeholder_text = "Enter Server IP Address..."
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server_ip_input.placeholder_text = "Enter Nakama Server IP..."
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server_ip_input.text = NakamaManager.nakama_host if NakamaManager.nakama_host != "localhost" else "127.0.0.1"
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server_ip_input.visible = server_option.selected == 1
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server_ip_input.text_submitted.connect(_on_server_ip_submitted)
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server_ip_input.focus_exited.connect(func(): _on_server_ip_submitted(server_ip_input.text))
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server_section.add_child(server_ip_input)
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# --- LAN Section ---
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lan_section = VBoxContainer.new()
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lan_section.name = "LANSection"
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lan_section.add_theme_constant_override("separation", 8)
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lan_section.visible = false
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server_section.add_child(lan_section)
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var lan_info = Label.new()
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lan_info.text = "Play over LAN without any server.\nFirewall may need to allow port 7777."
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lan_info.add_theme_color_override("font_color", Color(0.7, 0.7, 0.7, 1))
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lan_info.add_theme_font_size_override("font_size", 12)
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lan_info.autowrap_mode = TextServer.AUTOWRAP_WORD
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lan_section.add_child(lan_info)
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# Host LAN button
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var lan_host_btn = Button.new()
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lan_host_btn.name = "LANHostBtn"
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lan_host_btn.text = "HOST LAN GAME"
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lan_host_btn.custom_minimum_size = Vector2(0, 44)
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lan_host_btn.pressed.connect(_on_lan_host_pressed)
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lan_section.add_child(lan_host_btn)
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var lan_sep = Label.new()
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lan_sep.text = "── or join a friend ──"
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lan_sep.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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lan_sep.add_theme_color_override("font_color", Color(0.5, 0.5, 0.5, 1))
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lan_sep.add_theme_font_size_override("font_size", 11)
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lan_section.add_child(lan_sep)
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# LAN Host IP input
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var lan_ip = LineEdit.new()
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lan_ip.name = "LANIPInput"
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lan_ip.custom_minimum_size = Vector2(0, 44)
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lan_ip.placeholder_text = "Host IP (e.g. 192.168.1.10)"
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lan_ip.text = "127.0.0.1"
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lan_section.add_child(lan_ip)
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# Join LAN button
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var lan_join_btn = Button.new()
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lan_join_btn.name = "LANJoinBtn"
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lan_join_btn.text = "JOIN LAN GAME"
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lan_join_btn.custom_minimum_size = Vector2(0, 44)
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lan_join_btn.pressed.connect(func(): _on_lan_join_pressed(lan_ip.text))
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lan_section.add_child(lan_join_btn)
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# Add a separator after the section
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var separator = HSeparator.new()
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vbox.add_child(separator)
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@@ -242,18 +289,55 @@ func _setup_server_config_ui() -> void:
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func _on_server_option_selected(index: int) -> void:
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if index == 0:
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# Localhost
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# Nakama Localhost
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server_ip_input.visible = false
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if lan_section: lan_section.visible = false
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NakamaManager.set_server("localhost")
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else:
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# Remote
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elif index == 1:
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# Nakama Remote
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server_ip_input.visible = true
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if lan_section: lan_section.visible = false
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NakamaManager.set_server(server_ip_input.text)
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else:
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# LAN Direct
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server_ip_input.visible = false
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if lan_section: lan_section.visible = true
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func _on_server_ip_submitted(new_text: String) -> void:
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if server_option.selected == 1:
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if server_option and server_option.selected == 1:
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NakamaManager.set_server(new_text.strip_edges())
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func _on_lan_host_pressed() -> void:
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"""Host a LAN game without logging in to Nakama."""
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var player_name = email_input.text.strip_edges()
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if player_name.is_empty():
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player_name = "Host"
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LobbyManager.local_player_name = player_name
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var ok = await LobbyManager.create_room_lan()
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if ok:
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_go_to_lobby()
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else:
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_show_error("Failed to create LAN server. Check firewall for port 7777.")
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func _on_lan_join_pressed(host_ip: String) -> void:
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"""Join a LAN game without logging in to Nakama."""
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var ip = host_ip.strip_edges()
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if ip.is_empty():
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_show_error("Please enter the host's IP address.")
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return
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var player_name = email_input.text.strip_edges()
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if player_name.is_empty():
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player_name = "Player"
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LobbyManager.local_player_name = player_name
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var ok = LobbyManager.join_room_lan(ip)
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if ok:
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_go_to_lobby()
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else:
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_show_error("Failed to connect to %s. Is the host running?" % ip)
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# =============================================================================
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# Registration Handlers
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# =============================================================================
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