feat: implement initial lobby scene with main menu, server browser, and networking options.

This commit is contained in:
Yogi Wiguna
2026-03-16 16:19:30 +08:00
parent 64dc1de15a
commit eb018903aa
6 changed files with 317 additions and 35 deletions
+58 -3
View File
@@ -12,6 +12,10 @@ extends Control
# UI References - Server Selection # UI References - Server Selection
@onready var server_option = $MainMenuPanel/VBoxContainer/ServerSelectionSection/ServerOption @onready var server_option = $MainMenuPanel/VBoxContainer/ServerSelectionSection/ServerOption
@onready var server_ip_input = $MainMenuPanel/VBoxContainer/ServerSelectionSection/ServerIPInput @onready var server_ip_input = $MainMenuPanel/VBoxContainer/ServerSelectionSection/ServerIPInput
@onready var lan_section = $MainMenuPanel/VBoxContainer/ServerSelectionSection/LANSection
@onready var lan_ip_input = $MainMenuPanel/VBoxContainer/ServerSelectionSection/LANSection/LANIPInput
@onready var lan_host_btn = $MainMenuPanel/VBoxContainer/ServerSelectionSection/LANSection/LANHostBtn
@onready var lan_join_btn = $MainMenuPanel/VBoxContainer/ServerSelectionSection/LANSection/LANJoinBtn
# Leaderboard Reference # Leaderboard Reference
@onready var leaderboard_btn = $MainMenuPanel/VBoxContainer/ButtonSection/LeaderboardBtn @onready var leaderboard_btn = $MainMenuPanel/VBoxContainer/ButtonSection/LeaderboardBtn
@@ -154,6 +158,10 @@ func _ready():
if server_ip_input: if server_ip_input:
server_ip_input.text_submitted.connect(_on_server_ip_submitted) server_ip_input.text_submitted.connect(_on_server_ip_submitted)
server_ip_input.focus_exited.connect(func(): _on_server_ip_submitted(server_ip_input.text)) server_ip_input.focus_exited.connect(func(): _on_server_ip_submitted(server_ip_input.text))
if lan_host_btn:
lan_host_btn.pressed.connect(_on_lan_host_pressed)
if lan_join_btn:
lan_join_btn.pressed.connect(func(): _on_lan_join_pressed(lan_ip_input.text if lan_ip_input else "127.0.0.1"))
# Connect button signals - Room List # Connect button signals - Room List
refresh_btn.pressed.connect(_on_refresh_pressed) refresh_btn.pressed.connect(_on_refresh_pressed)
@@ -248,18 +256,58 @@ func _load_character_textures() -> void:
func _on_server_option_selected(index: int) -> void: func _on_server_option_selected(index: int) -> void:
if index == 0: if index == 0:
# Localhost # Nakama Localhost
if server_ip_input: server_ip_input.visible = false if server_ip_input: server_ip_input.visible = false
if lan_section: lan_section.visible = false
NakamaManager.set_server("localhost") NakamaManager.set_server("localhost")
else: elif index == 1:
# Remote # Nakama Remote
if server_ip_input: server_ip_input.visible = true if server_ip_input: server_ip_input.visible = true
if lan_section: lan_section.visible = false
if server_ip_input: NakamaManager.set_server(server_ip_input.text) if server_ip_input: NakamaManager.set_server(server_ip_input.text)
else:
# LAN Direct
if server_ip_input: server_ip_input.visible = false
if lan_section: lan_section.visible = true
func _on_server_ip_submitted(new_text: String) -> void: func _on_server_ip_submitted(new_text: String) -> void:
if server_option and server_option.selected == 1: if server_option and server_option.selected == 1:
NakamaManager.set_server(new_text.strip_edges()) NakamaManager.set_server(new_text.strip_edges())
func _on_lan_host_pressed() -> void:
"""Host a LAN game without Nakama."""
var player_name = player_name_input.text.strip_edges() if player_name_input else ""
if player_name.is_empty():
player_name = "Host"
LobbyManager.local_player_name = player_name
if connection_status:
connection_status.text = "Starting LAN server..."
var ok = await LobbyManager.create_room_lan()
if not ok:
if connection_status:
connection_status.text = "Failed to start LAN server. Check port 7777."
func _on_lan_join_pressed(host_ip: String) -> void:
"""Join a LAN game by entering the host's IP."""
var ip = host_ip.strip_edges()
if ip.is_empty():
if connection_status:
connection_status.text = "Enter the host's IP address."
return
var player_name = player_name_input.text.strip_edges() if player_name_input else ""
if player_name.is_empty():
player_name = "Player"
LobbyManager.local_player_name = player_name
if connection_status:
connection_status.text = "Connecting to %s..." % ip
var ok = LobbyManager.join_room_lan(ip)
if not ok:
if connection_status:
connection_status.text = "Failed to connect to %s. Is host running?" % ip
func _setup_game_modes() -> void: func _setup_game_modes() -> void:
if not game_mode_option: return if not game_mode_option: return
game_mode_option.clear() game_mode_option.clear()
@@ -681,6 +729,13 @@ func _on_room_joined(room_data: Dictionary) -> void:
_update_player_slots() _update_player_slots()
connection_status.text = "Connected to room" connection_status.text = "Connected to room"
# LAN solo mode: host is auto-ready, enable Start Game immediately
if LobbyManager.is_lan_mode and is_host:
ready_btn.button_pressed = true
ready_btn.text = "READY ✓"
LobbyManager.force_solo_ready()
status_label.text = "LAN Solo — press Start Game when ready!"
func _on_room_left() -> void: func _on_room_left() -> void:
_show_panel("main_menu") _show_panel("main_menu")
connection_status.text = "Left room" connection_status.text = "Left room"
+44 -5
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@@ -100,24 +100,63 @@ theme_override_constants/separation = 10
layout_mode = 2 layout_mode = 2
theme_override_colors/font_color = Color(0.69, 0.529, 0.357, 1) theme_override_colors/font_color = Color(0.69, 0.529, 0.357, 1)
theme_override_font_sizes/font_size = 13 theme_override_font_sizes/font_size = 13
text = "NAKAMA SERVER" text = "CONNECTION MODE"
[node name="ServerOption" type="OptionButton" parent="MainMenuPanel/VBoxContainer/ServerSelectionSection" unique_id=748392103] [node name="ServerOption" type="OptionButton" parent="MainMenuPanel/VBoxContainer/ServerSelectionSection" unique_id=748392103]
custom_minimum_size = Vector2(0, 44) custom_minimum_size = Vector2(0, 44)
layout_mode = 2 layout_mode = 2
selected = 0 selected = 0
item_count = 2 item_count = 3
popup/item_0/text = "Localhost (Testing)" popup/item_0/text = "Nakama - Localhost (Testing)"
popup/item_0/id = 0 popup/item_0/id = 0
popup/item_1/text = "Remote Server (Host IP)" popup/item_1/text = "Nakama - Remote Server (Host IP)"
popup/item_1/id = 1 popup/item_1/id = 1
popup/item_2/text = "LAN Direct (No Server)"
popup/item_2/id = 2
[node name="ServerIPInput" type="LineEdit" parent="MainMenuPanel/VBoxContainer/ServerSelectionSection" unique_id=748392104] [node name="ServerIPInput" type="LineEdit" parent="MainMenuPanel/VBoxContainer/ServerSelectionSection" unique_id=748392104]
visible = false visible = false
custom_minimum_size = Vector2(0, 44) custom_minimum_size = Vector2(0, 44)
layout_mode = 2 layout_mode = 2
text = "127.0.0.1" text = "127.0.0.1"
placeholder_text = "Enter Server IP Address..." placeholder_text = "Enter Nakama Server IP..."
[node name="LANSection" type="VBoxContainer" parent="MainMenuPanel/VBoxContainer/ServerSelectionSection" unique_id=748392110]
visible = false
layout_mode = 2
theme_override_constants/separation = 8
[node name="LANInfo" type="Label" parent="MainMenuPanel/VBoxContainer/ServerSelectionSection/LANSection" unique_id=748392111]
layout_mode = 2
theme_override_colors/font_color = Color(0.7, 0.7, 0.7, 1)
theme_override_font_sizes/font_size = 12
text = "Play over LAN without any server.\nFirewall may need to allow port 7777."
autowrap_mode = 3
[node name="LANHostBtn" type="Button" parent="MainMenuPanel/VBoxContainer/ServerSelectionSection/LANSection" unique_id=748392112]
custom_minimum_size = Vector2(0, 44)
layout_mode = 2
theme_override_font_sizes/font_size = 14
text = "HOST LAN GAME"
[node name="LANOrLabel" type="Label" parent="MainMenuPanel/VBoxContainer/ServerSelectionSection/LANSection" unique_id=748392113]
layout_mode = 2
theme_override_colors/font_color = Color(0.5, 0.5, 0.5, 1)
theme_override_font_sizes/font_size = 11
text = "── or join a friend ──"
horizontal_alignment = 1
[node name="LANIPInput" type="LineEdit" parent="MainMenuPanel/VBoxContainer/ServerSelectionSection/LANSection" unique_id=748392114]
custom_minimum_size = Vector2(0, 44)
layout_mode = 2
text = "127.0.0.1"
placeholder_text = "Host IP (e.g. 192.168.1.10)"
[node name="LANJoinBtn" type="Button" parent="MainMenuPanel/VBoxContainer/ServerSelectionSection/LANSection" unique_id=748392115]
custom_minimum_size = Vector2(0, 44)
layout_mode = 2
theme_override_font_sizes/font_size = 14
text = "JOIN LAN GAME"
[node name="ServerSeparator" type="HSeparator" parent="MainMenuPanel/VBoxContainer" unique_id=748392105] [node name="ServerSeparator" type="HSeparator" parent="MainMenuPanel/VBoxContainer" unique_id=748392105]
layout_mode = 2 layout_mode = 2
+20 -4
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@@ -51,7 +51,9 @@ func _ready():
# NetworkPanel is visible during gameplay # NetworkPanel is visible during gameplay
# Auto-start game if coming from lobby (already connected to match) # Auto-start game if coming from lobby (already connected to match)
if NakamaManager.is_connected_to_nakama() and multiplayer.get_unique_id() != 0: # Works for both Nakama mode and LAN direct mode (ENet).
var is_lan_connected = LobbyManager.is_lan_mode and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED
if (NakamaManager.is_connected_to_nakama() or is_lan_connected) and multiplayer.get_unique_id() != 0:
print("Coming from lobby - auto-starting game...") print("Coming from lobby - auto-starting game...")
await get_tree().process_frame await get_tree().process_frame
_auto_start_from_lobby() _auto_start_from_lobby()
@@ -685,9 +687,11 @@ func _start_game():
wait_time += 0.2 wait_time += 0.2
# Allow socket/peer to stabilize before blasting RPCs # Allow socket/peer to stabilize before blasting RPCs
await get_tree().create_timer(2.0).timeout # Snappier delay for LAN mode
var delay = 0.5 if LobbyManager.is_lan_mode else 2.0
await get_tree().create_timer(delay).timeout
# NOW assign random spawn positions for EVERYONE (Host, Client, Bots) # NOW assign spawn positions for EVERYONE (Host, Client, Bots)
# This safely sends RPCs over the completed socket connection # This safely sends RPCs over the completed socket connection
_assign_random_spawn_positions() _assign_random_spawn_positions()
@@ -972,7 +976,8 @@ func spawn_tekton_npc():
# Generate a consistent ID/Name for sync (add index to ensure uniqueness) # Generate a consistent ID/Name for sync (add index to ensure uniqueness)
var tekton_id = Time.get_ticks_msec() + spawned_count var tekton_id = Time.get_ticks_msec() + spawned_count
_create_tekton(valid_pos, tekton_id) _create_tekton(valid_pos, tekton_id)
if can_rpc(): # Only broadcast to clients if there are remote peers connected
if can_rpc() and multiplayer.get_peers().size() > 0:
rpc("sync_spawn_tekton", valid_pos, tekton_id) rpc("sync_spawn_tekton", valid_pos, tekton_id)
spawned_count += 1 spawned_count += 1
@@ -980,6 +985,8 @@ func spawn_tekton_npc():
@rpc("call_remote", "reliable") @rpc("call_remote", "reliable")
func sync_spawn_tekton(pos: Vector2i, tekton_id: int): func sync_spawn_tekton(pos: Vector2i, tekton_id: int):
# Safety: only create if scene is fully ready
if not is_inside_tree(): return
_create_tekton(pos, tekton_id) _create_tekton(pos, tekton_id)
func _create_tekton(pos: Vector2i, tekton_id: int, is_static: bool = false): func _create_tekton(pos: Vector2i, tekton_id: int, is_static: bool = false):
@@ -1566,6 +1573,12 @@ func request_randomize_item(grid_position: Vector2i):
func sync_grid_item(x: int, y: int, z: int, item: int): func sync_grid_item(x: int, y: int, z: int, item: int):
var enhanced_gridmap = $EnhancedGridMap var enhanced_gridmap = $EnhancedGridMap
if enhanced_gridmap: if enhanced_gridmap:
# FLOOR ENFORCEMENT: Visual tiles (IDs 7-20) must ALWAYS be on layer Y=1.
# If somehow sent to Y=0, redirect them to Y=1.
if item >= 7 and item <= 20 and y == 0:
push_warning("[Main] Tile %d was sent to floor Y=0 at (%d,0,%d). Redirecting to Y=1." % [item, x, z])
y = 1
# PROTECTED FLOOR CHECK: Block tiles (7-20) from being placed on walls (4) or void (-1) # PROTECTED FLOOR CHECK: Block tiles (7-20) from being placed on walls (4) or void (-1)
# Note: We allow spawning on Safe Zones, Start, and Finish as it's on Layer 1. # Note: We allow spawning on Safe Zones, Start, and Finish as it's on Layer 1.
if y == 1 and item >= 7 and item <= 20: if y == 1 and item >= 7 and item <= 20:
@@ -1602,6 +1615,9 @@ func sync_grid_items_batch(data: Array):
var y = entry.get("y", 0) var y = entry.get("y", 0)
var z = entry.get("z", 0) var z = entry.get("z", 0)
var item = entry.get("item", -1) var item = entry.get("item", -1)
# FLOOR ENFORCEMENT: Visual tiles (IDs 7-20) must ALWAYS be on layer Y=1.
if item >= 7 and item <= 20 and y == 0:
y = 1
# PROTECTED FLOOR CHECK # PROTECTED FLOOR CHECK
if y == 1 and item >= 7 and item <= 20: if y == 1 and item >= 7 and item <= 20:
+8 -6
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@@ -1186,13 +1186,15 @@ func find_valid_starting_position() -> Vector2i:
if is_bot: if is_bot:
return _find_random_spawn_position() return _find_random_spawn_position()
else: else:
# Auto-assign the first available spawn point for fixed spawning # For Stop n Go, use Column 0
for spawn_pos in spawn_locations: if LobbyManager.game_mode == "Stop n Go":
if not is_position_occupied(spawn_pos): for spawn_pos in spawn_locations:
return spawn_pos if not is_position_occupied(spawn_pos):
return spawn_pos
# Fallback (should typically not be reached if spawn_locations > max_players) # For Freemode, try corners if random spawn is OFF, or just find any walkable
return Vector2i(0, 0) # But wait, host will assign most of the time. This is just for initial _ready.
return Vector2i(1, 1) # Default away from the very edge if possible
# highlight_available_spawn_points is no longer needed for manual selection in this mode # highlight_available_spawn_points is no longer needed for manual selection in this mode
func highlight_available_spawn_points(): func highlight_available_spawn_points():
+93 -7
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@@ -36,6 +36,8 @@ var current_room: Dictionary = {}
var players_in_room: Array = [] # [{id, name, is_ready}] var players_in_room: Array = [] # [{id, name, is_ready}]
var available_rooms: Array = [] var available_rooms: Array = []
var is_host: bool = false var is_host: bool = false
var is_lan_mode: bool = false # True when using direct ENet (no Nakama)
const LAN_PORT: int = 7777 # Port for LAN direct connections
var local_player_name: String = "Player" var local_player_name: String = "Player"
# Match duration in seconds (configurable in lobby by host) # Match duration in seconds (configurable in lobby by host)
@@ -113,8 +115,9 @@ func _update_available_areas(mode: String) -> void:
# ============================================================================= # =============================================================================
func create_room(room_name: String) -> void: func create_room(room_name: String) -> void:
"""Host creates a new room with the given name.""" """Host creates a new room with the given name (Nakama)."""
is_host = true is_host = true
is_lan_mode = false
current_room = { current_room = {
"room_name": room_name, "room_name": room_name,
"host_name": local_player_name, "host_name": local_player_name,
@@ -130,8 +133,9 @@ func create_room(room_name: String) -> void:
NakamaManager.host_game() NakamaManager.host_game()
func join_room(match_id: String) -> void: func join_room(match_id: String) -> void:
"""Client joins an existing room by match ID.""" """Client joins an existing room by match ID (Nakama)."""
is_host = false is_host = false
is_lan_mode = false
var success = await NakamaManager.connect_to_nakama_async() var success = await NakamaManager.connect_to_nakama_async()
if not success: if not success:
@@ -140,6 +144,66 @@ func join_room(match_id: String) -> void:
NakamaManager.join_game(match_id) NakamaManager.join_game(match_id)
# =============================================================================
# LAN Mode (Direct ENet, no Nakama/Docker needed)
# =============================================================================
func create_room_lan(room_name: String = "LAN Game") -> bool:
"""Host creates a LAN room via direct ENet. No Nakama/Docker required."""
is_host = true
is_lan_mode = true
var peer = ENetMultiplayerPeer.new()
var err = peer.create_server(LAN_PORT, GameStateManager.max_players)
if err != OK:
push_error("[LAN] Failed to create ENet server on port %d: %s" % [LAN_PORT, err])
return false
multiplayer.set_multiplayer_peer(peer)
current_room = {
"room_name": room_name,
"host_name": local_player_name,
"max_players": GameStateManager.max_players,
"match_id": "LAN"
}
# Add host to player list
var my_id = multiplayer.get_unique_id() # Will be 1
players_in_room.clear()
players_in_room.append({
"id": my_id,
"name": local_player_name,
"is_ready": false,
"character": available_characters[local_character_index]
})
print("[LAN] Server created on port %d. Waiting for players..." % LAN_PORT)
emit_signal("room_joined", current_room)
return true
func join_room_lan(host_ip: String) -> bool:
"""Client joins a LAN room by the host's IP address. No Nakama/Docker required."""
is_host = false
is_lan_mode = true
var peer = ENetMultiplayerPeer.new()
var err = peer.create_client(host_ip, LAN_PORT)
if err != OK:
push_error("[LAN] Failed to connect to %s:%d: %s" % [host_ip, LAN_PORT, err])
return false
multiplayer.set_multiplayer_peer(peer)
current_room = {
"room_name": "LAN Game",
"match_id": "LAN"
}
print("[LAN] Connecting to %s:%d..." % [host_ip, LAN_PORT])
# _on_peer_connected will fire once connected and trigger request_room_info.
return true
func leave_room() -> void: func leave_room() -> void:
"""Leave the current room.""" """Leave the current room."""
print("[LobbyManager] Leaving room. Clearing all local state.") print("[LobbyManager] Leaving room. Clearing all local state.")
@@ -147,15 +211,19 @@ func leave_room() -> void:
# If we are the host, notify all clients to kick them back to menu/lobby # If we are the host, notify all clients to kick them back to menu/lobby
if is_host and multiplayer.has_multiplayer_peer() and multiplayer.is_server(): if is_host and multiplayer.has_multiplayer_peer() and multiplayer.is_server():
print("[LobbyManager] Host is leaving. Kicking all clients...") print("[LobbyManager] Host is leaving. Kicking all clients...")
# We use rpc() instead of .rpc() for compatibility with older Godot 4 versions if applicable,
# but .rpc() is standard in 4.x. Let's stick to standard.
kick_all_clients.rpc() kick_all_clients.rpc()
# Important: Reset all lobby settings and player lists first # Important: Reset all lobby settings and player lists first
reset() reset()
# Disconnect from Nakama and reset multiplayer peer if is_lan_mode:
NakamaManager.cleanup() # LAN mode: just close the ENet peer directly
if multiplayer.has_multiplayer_peer():
multiplayer.set_multiplayer_peer(null)
is_lan_mode = false
else:
# Nakama mode: full Nakama cleanup
NakamaManager.cleanup()
# Important: Clean up game state as well to prevent ghost players # Important: Clean up game state as well to prevent ghost players
GameStateManager.reset() GameStateManager.reset()
@@ -206,7 +274,9 @@ func sync_ready_state(player_id: int, is_ready: bool) -> void:
func _check_all_ready() -> void: func _check_all_ready() -> void:
"""Check if all players are ready.""" """Check if all players are ready."""
if players_in_room.size() < 2: # In LAN mode allow solo play - only 1 player needed
var min_players = 1 if is_lan_mode else 2
if players_in_room.size() < min_players:
_all_ready = false _all_ready = false
return return
@@ -218,6 +288,17 @@ func _check_all_ready() -> void:
_all_ready = true _all_ready = true
emit_signal("all_players_ready") emit_signal("all_players_ready")
func force_solo_ready() -> void:
"""Mark the local player as ready immediately (for solo LAN play)."""
if not multiplayer.has_multiplayer_peer():
return
var my_id = multiplayer.get_unique_id()
for player in players_in_room:
if player["id"] == my_id:
player["is_ready"] = true
break
_check_all_ready()
func is_all_ready() -> bool: func is_all_ready() -> bool:
return _all_ready return _all_ready
@@ -562,6 +643,11 @@ func _on_game_starting() -> void:
func _on_match_joined(match_id: String) -> void: func _on_match_joined(match_id: String) -> void:
"""Called when successfully joined a Nakama match.""" """Called when successfully joined a Nakama match."""
# LAN mode handles room setup entirely in create_room_lan() / join_room_lan().
# Skip this Nakama-specific handler to avoid double-adding the player.
if is_lan_mode:
return
current_room["match_id"] = match_id current_room["match_id"] = match_id
# Use first 8 chars of match ID as room name (matches server browser) # Use first 8 chars of match ID as room name (matches server browser)
var short_id = match_id.substr(0, 8) if match_id.length() > 8 else match_id var short_id = match_id.substr(0, 8) if match_id.length() > 8 else match_id
+93 -9
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@@ -38,6 +38,7 @@ var is_loading: bool = false
# Server Selection Controls # Server Selection Controls
var server_option: OptionButton var server_option: OptionButton
var server_ip_input: LineEdit var server_ip_input: LineEdit
var lan_section: VBoxContainer # LAN-specific controls
func _ready() -> void: func _ready() -> void:
_connect_signals() _connect_signals()
@@ -203,7 +204,7 @@ func _setup_server_config_ui() -> void:
# Server Label # Server Label
var label = Label.new() var label = Label.new()
label.text = "NAKAMA SERVER" label.text = "CONNECTION MODE"
label.add_theme_color_override("font_color", Color(0.69, 0.529, 0.357, 1)) label.add_theme_color_override("font_color", Color(0.69, 0.529, 0.357, 1))
label.add_theme_font_size_override("font_size", 13) label.add_theme_font_size_override("font_size", 13)
server_section.add_child(label) server_section.add_child(label)
@@ -212,8 +213,9 @@ func _setup_server_config_ui() -> void:
server_option = OptionButton.new() server_option = OptionButton.new()
server_option.name = "ServerOption" server_option.name = "ServerOption"
server_option.custom_minimum_size = Vector2(0, 44) server_option.custom_minimum_size = Vector2(0, 44)
server_option.add_item("Localhost (Testing)") server_option.add_item("Nakama - Localhost (Testing)")
server_option.add_item("Remote Server (Host IP)") server_option.add_item("Nakama - Remote Server (Host IP)")
server_option.add_item("LAN Direct (No Server)")
# Set initial state based on NakamaManager # Set initial state based on NakamaManager
if NakamaManager.nakama_host == "localhost": if NakamaManager.nakama_host == "localhost":
@@ -224,17 +226,62 @@ func _setup_server_config_ui() -> void:
server_option.item_selected.connect(_on_server_option_selected) server_option.item_selected.connect(_on_server_option_selected)
server_section.add_child(server_option) server_section.add_child(server_option)
# Server IP Input # Nakama Server IP Input
server_ip_input = LineEdit.new() server_ip_input = LineEdit.new()
server_ip_input.name = "ServerIPInput" server_ip_input.name = "ServerIPInput"
server_ip_input.custom_minimum_size = Vector2(0, 44) server_ip_input.custom_minimum_size = Vector2(0, 44)
server_ip_input.placeholder_text = "Enter Server IP Address..." server_ip_input.placeholder_text = "Enter Nakama Server IP..."
server_ip_input.text = NakamaManager.nakama_host if NakamaManager.nakama_host != "localhost" else "127.0.0.1" server_ip_input.text = NakamaManager.nakama_host if NakamaManager.nakama_host != "localhost" else "127.0.0.1"
server_ip_input.visible = server_option.selected == 1 server_ip_input.visible = server_option.selected == 1
server_ip_input.text_submitted.connect(_on_server_ip_submitted) server_ip_input.text_submitted.connect(_on_server_ip_submitted)
server_ip_input.focus_exited.connect(func(): _on_server_ip_submitted(server_ip_input.text)) server_ip_input.focus_exited.connect(func(): _on_server_ip_submitted(server_ip_input.text))
server_section.add_child(server_ip_input) server_section.add_child(server_ip_input)
# --- LAN Section ---
lan_section = VBoxContainer.new()
lan_section.name = "LANSection"
lan_section.add_theme_constant_override("separation", 8)
lan_section.visible = false
server_section.add_child(lan_section)
var lan_info = Label.new()
lan_info.text = "Play over LAN without any server.\nFirewall may need to allow port 7777."
lan_info.add_theme_color_override("font_color", Color(0.7, 0.7, 0.7, 1))
lan_info.add_theme_font_size_override("font_size", 12)
lan_info.autowrap_mode = TextServer.AUTOWRAP_WORD
lan_section.add_child(lan_info)
# Host LAN button
var lan_host_btn = Button.new()
lan_host_btn.name = "LANHostBtn"
lan_host_btn.text = "HOST LAN GAME"
lan_host_btn.custom_minimum_size = Vector2(0, 44)
lan_host_btn.pressed.connect(_on_lan_host_pressed)
lan_section.add_child(lan_host_btn)
var lan_sep = Label.new()
lan_sep.text = "── or join a friend ──"
lan_sep.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
lan_sep.add_theme_color_override("font_color", Color(0.5, 0.5, 0.5, 1))
lan_sep.add_theme_font_size_override("font_size", 11)
lan_section.add_child(lan_sep)
# LAN Host IP input
var lan_ip = LineEdit.new()
lan_ip.name = "LANIPInput"
lan_ip.custom_minimum_size = Vector2(0, 44)
lan_ip.placeholder_text = "Host IP (e.g. 192.168.1.10)"
lan_ip.text = "127.0.0.1"
lan_section.add_child(lan_ip)
# Join LAN button
var lan_join_btn = Button.new()
lan_join_btn.name = "LANJoinBtn"
lan_join_btn.text = "JOIN LAN GAME"
lan_join_btn.custom_minimum_size = Vector2(0, 44)
lan_join_btn.pressed.connect(func(): _on_lan_join_pressed(lan_ip.text))
lan_section.add_child(lan_join_btn)
# Add a separator after the section # Add a separator after the section
var separator = HSeparator.new() var separator = HSeparator.new()
vbox.add_child(separator) vbox.add_child(separator)
@@ -242,18 +289,55 @@ func _setup_server_config_ui() -> void:
func _on_server_option_selected(index: int) -> void: func _on_server_option_selected(index: int) -> void:
if index == 0: if index == 0:
# Localhost # Nakama Localhost
server_ip_input.visible = false server_ip_input.visible = false
if lan_section: lan_section.visible = false
NakamaManager.set_server("localhost") NakamaManager.set_server("localhost")
else: elif index == 1:
# Remote # Nakama Remote
server_ip_input.visible = true server_ip_input.visible = true
if lan_section: lan_section.visible = false
NakamaManager.set_server(server_ip_input.text) NakamaManager.set_server(server_ip_input.text)
else:
# LAN Direct
server_ip_input.visible = false
if lan_section: lan_section.visible = true
func _on_server_ip_submitted(new_text: String) -> void: func _on_server_ip_submitted(new_text: String) -> void:
if server_option.selected == 1: if server_option and server_option.selected == 1:
NakamaManager.set_server(new_text.strip_edges()) NakamaManager.set_server(new_text.strip_edges())
func _on_lan_host_pressed() -> void:
"""Host a LAN game without logging in to Nakama."""
var player_name = email_input.text.strip_edges()
if player_name.is_empty():
player_name = "Host"
LobbyManager.local_player_name = player_name
var ok = await LobbyManager.create_room_lan()
if ok:
_go_to_lobby()
else:
_show_error("Failed to create LAN server. Check firewall for port 7777.")
func _on_lan_join_pressed(host_ip: String) -> void:
"""Join a LAN game without logging in to Nakama."""
var ip = host_ip.strip_edges()
if ip.is_empty():
_show_error("Please enter the host's IP address.")
return
var player_name = email_input.text.strip_edges()
if player_name.is_empty():
player_name = "Player"
LobbyManager.local_player_name = player_name
var ok = LobbyManager.join_room_lan(ip)
if ok:
_go_to_lobby()
else:
_show_error("Failed to connect to %s. Is the host running?" % ip)
# ============================================================================= # =============================================================================
# Registration Handlers # Registration Handlers
# ============================================================================= # =============================================================================