Files
tekton/scripts/managers/lobby_manager.gd
T

250 lines
6.9 KiB
GDScript

extends Node
# LobbyManager - Manages room/lobby state across scenes
# Signals
signal room_list_updated(rooms: Array)
signal room_joined(room_data: Dictionary)
signal room_left()
signal player_joined(player_data: Dictionary)
signal player_left(player_id: int)
signal ready_state_changed(player_id: int, is_ready: bool)
signal all_players_ready()
signal game_starting()
# Room data structure
var current_room: Dictionary = {}
var players_in_room: Array = [] # [{id, name, is_ready}]
var available_rooms: Array = []
var is_host: bool = false
var local_player_name: String = "Player"
# Ready to start game check
var _all_ready: bool = false
func _ready():
# Connect to Nakama signals
NakamaManager.match_joined.connect(_on_match_joined)
multiplayer.peer_connected.connect(_on_peer_connected)
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
# =============================================================================
# Room Creation / Joining
# =============================================================================
func create_room(room_name: String) -> void:
"""Host creates a new room with the given name."""
is_host = true
current_room = {
"room_name": room_name,
"host_name": local_player_name,
"max_players": GameStateManager.max_players
}
# Connect to Nakama and create match
var success = await NakamaManager.connect_to_nakama_async()
if not success:
push_error("Failed to connect to Nakama")
return
NakamaManager.host_game()
func join_room(match_id: String) -> void:
"""Client joins an existing room by match ID."""
is_host = false
var success = await NakamaManager.connect_to_nakama_async()
if not success:
push_error("Failed to connect to Nakama")
return
NakamaManager.join_game(match_id)
func leave_room() -> void:
"""Leave the current room."""
current_room = {}
players_in_room.clear()
is_host = false
_all_ready = false
# Disconnect from Nakama match
if NakamaManager.socket:
NakamaManager.socket.close()
emit_signal("room_left")
func refresh_room_list() -> void:
"""Request updated room list from Nakama."""
if not NakamaManager.is_connected_to_nakama():
var success = await NakamaManager.connect_to_nakama_async()
if not success:
return
var rooms = await NakamaManager.list_matches_async()
available_rooms = rooms
emit_signal("room_list_updated", rooms)
# =============================================================================
# Ready State Management
# =============================================================================
func set_ready(is_ready: bool) -> void:
"""Set local player's ready state."""
var my_id = multiplayer.get_unique_id()
# Update local state
for player in players_in_room:
if player["id"] == my_id:
player["is_ready"] = is_ready
break
# Sync to all peers
rpc("sync_ready_state", my_id, is_ready)
@rpc("any_peer", "call_local", "reliable")
func sync_ready_state(player_id: int, is_ready: bool) -> void:
"""Sync ready state across all clients."""
for player in players_in_room:
if player["id"] == player_id:
player["is_ready"] = is_ready
break
emit_signal("ready_state_changed", player_id, is_ready)
_check_all_ready()
func _check_all_ready() -> void:
"""Check if all players are ready."""
if players_in_room.size() < 2:
_all_ready = false
return
for player in players_in_room:
if not player["is_ready"]:
_all_ready = false
return
_all_ready = true
emit_signal("all_players_ready")
func is_all_ready() -> bool:
return _all_ready
# =============================================================================
# Game Start
# =============================================================================
func start_game() -> void:
"""Host triggers game start (transitions all players to main.tscn)."""
if not is_host:
push_error("Only host can start the game")
return
if not _all_ready:
push_error("Not all players are ready")
return
# Notify all clients to start
rpc("_on_game_starting")
@rpc("call_local", "reliable")
func _on_game_starting() -> void:
"""Called on all clients when game is starting."""
emit_signal("game_starting")
# Scene change will be handled by lobby.gd after receiving this signal
# =============================================================================
# Player Management
# =============================================================================
func _on_match_joined(match_id: String) -> void:
"""Called when successfully joined a Nakama match."""
current_room["match_id"] = match_id
# 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
current_room["room_name"] = short_id
# Add self to player list
var my_id = multiplayer.get_unique_id()
var my_data = {
"id": my_id,
"name": local_player_name,
"is_ready": false
}
players_in_room.append(my_data)
if is_host:
# Host is automatically in the room
emit_signal("room_joined", current_room)
# Client will request room info when peer connection is established
@rpc("any_peer", "reliable")
func request_room_info(requester_id: int) -> void:
"""Client requests room info from host."""
if not multiplayer.is_server():
return
# Send room data to requester
rpc_id(requester_id, "receive_room_info", current_room, players_in_room)
@rpc("reliable")
func receive_room_info(room_data: Dictionary, player_list: Array) -> void:
"""Client receives room info from host."""
current_room = room_data
players_in_room = player_list
emit_signal("room_joined", current_room)
func _on_peer_connected(peer_id: int) -> void:
"""Called when new peer connects."""
print("Peer connected: ", peer_id)
if multiplayer.is_server():
# Host: add new player and sync list
var new_player = {
"id": peer_id,
"name": "Player %d" % peer_id,
"is_ready": false
}
players_in_room.append(new_player)
# Sync player list to all clients
rpc("sync_player_list", players_in_room)
emit_signal("player_joined", new_player)
else:
# Client: if we connected to the host (peer_id 1), request room info
if peer_id == 1 and not is_host:
# Wait a frame to ensure connection is stable
await get_tree().process_frame
rpc_id(1, "request_room_info", multiplayer.get_unique_id())
func _on_peer_disconnected(peer_id: int) -> void:
"""Called when peer disconnects."""
for i in range(players_in_room.size()):
if players_in_room[i]["id"] == peer_id:
players_in_room.remove_at(i)
break
if multiplayer.is_server():
rpc("sync_player_list", players_in_room)
emit_signal("player_left", peer_id)
_check_all_ready()
@rpc("reliable")
func sync_player_list(player_list: Array) -> void:
"""Sync player list from host to all clients."""
players_in_room = player_list
func get_players() -> Array:
return players_in_room
func get_room_name() -> String:
return current_room.get("room_name", "Unknown Room")
func reset() -> void:
"""Reset lobby state."""
current_room = {}
players_in_room.clear()
available_rooms.clear()
is_host = false
_all_ready = false