Files
tekton/scripts/nakama_manager.gd
T
adtpdn decdb74ade chore: release version 2.3.5 and refactor lobby
Bump export_presets.cfg version to 2.3.5. Update CHANGELOG_DRAFT.md.
Refactor lobby.gd into LobbyChat, LobbyMainMenu, LobbyRoomList, LobbyRoom.
Move Nakama config to environment variables in nakama_manager.gd.
Derive auth_manager.gd encryption key from OS.get_unique_id().sha256_text().
Remove Steam email auth fallback. Require auth ticket.
Make GachaManager.pull() async in gacha_panel.gd.
Remove dummy wallet seeding. Add store_type to IAP payload.
Validate IAP receipts server-side in economy.lua.
Register gacha module in main.lua.
Clean backend_service.gd stubs.
Fix featured_banners type safety in gacha_manager.gd. Guards non-array responses.
Move tiles_armagedon_a1.res to assets/models/meshes/. Fix import fallback_path.
2026-05-22 12:08:11 +08:00

313 lines
11 KiB
GDScript

extends Node
# Standard Nakama Configuration
var nakama_server_key = OS.get_environment("NAKAMA_SERVER_KEY") if OS.has_environment("NAKAMA_SERVER_KEY") else ProjectSettings.get_setting("network/nakama/server_key", "defaultkey")
var nakama_host = OS.get_environment("NAKAMA_HOST") if OS.has_environment("NAKAMA_HOST") else ProjectSettings.get_setting("network/nakama/host", "tektondash.vps.webdock.cloud")
var nakama_port = OS.get_environment("NAKAMA_PORT").to_int() if OS.has_environment("NAKAMA_PORT") else ProjectSettings.get_setting("network/nakama/port", 7350)
var nakama_scheme = OS.get_environment("NAKAMA_SCHEME") if OS.has_environment("NAKAMA_SCHEME") else ProjectSettings.get_setting("network/nakama/scheme", "http")
# Core Nakama Variables
var client: NakamaClient
var session: NakamaSession
var socket: NakamaSocket
var bridge: NakamaMultiplayerBridge
# Signals
signal connected_to_nakama
signal connection_failed(error_message)
signal match_joined(match_id)
signal match_join_error(error_message)
# Current Match Info
var current_match_id: String = ""
func _ready():
# Initialize the Nakama Client
_init_client()
# Ensure we process network events
set_process(true)
func _init_client():
client = Nakama.create_client(nakama_server_key, nakama_host, nakama_port, nakama_scheme)
func set_server(host: String, port: int = 7350):
# Clean up the host string
var clean_host = host.strip_edges()
# Extract protocol if present (override everything else)
var forced_scheme = ""
if clean_host.begins_with("https://"):
forced_scheme = "https"
clean_host = clean_host.replace("https://", "")
elif clean_host.begins_with("http://"):
forced_scheme = "http"
clean_host = clean_host.replace("http://", "")
# Handle trailing slashes
if clean_host.ends_with("/"):
clean_host = clean_host.substr(0, clean_host.length() - 1)
# Extract port if explicitly provided in host string (e.g. host:port)
var explicit_port = -1
if ":" in clean_host:
var parts = clean_host.split(":")
clean_host = parts[0]
explicit_port = parts[1].to_int()
# DETECT SETTINGS
nakama_host = clean_host
if forced_scheme != "":
nakama_scheme = forced_scheme
nakama_port = explicit_port if explicit_port != -1 else (443 if forced_scheme == "https" else port)
elif clean_host.ends_with(".ts.net") and explicit_port == -1:
# Tailscale Funnel Case (No port provided, .ts.net domain)
nakama_scheme = "https"
nakama_port = 443
elif clean_host.begins_with("100."):
# Standard Tailscale IP Case
nakama_scheme = "http"
nakama_port = explicit_port if explicit_port != -1 else port
else:
# Generic Case (e.g. localhost, public IP)
nakama_scheme = "http"
nakama_port = explicit_port if explicit_port != -1 else port
# Only recreate the client if there is no active session.
# If we're already connected, just store the new settings for the next connect.
if not session:
_init_client()
print("[NakamaManager] Server updated to: ", nakama_scheme, "://", nakama_host, ":", nakama_port)
func _process(_delta):
# If using the standard socket adapter, it needs polling in some versions
if socket:
pass
func connect_to_nakama_async(email: String = "", password: String = "") -> bool:
if is_connected_to_nakama():
print("Already connected to Nakama.")
if not multiplayer.has_multiplayer_peer() and bridge:
multiplayer.set_multiplayer_peer(bridge.multiplayer_peer)
emit_signal("connected_to_nakama")
return true
# 1. Authenticate
if email == "":
var device_id = OS.get_unique_id()
# If running in editor or debug, append a unique suffix to allow multiple
# instances on one machine to have separate sessions.
if OS.is_debug_build():
device_id += "_" + str(Time.get_ticks_msec()) + "_" + str(randi() % 1000)
session = await client.authenticate_device_async(device_id)
else:
session = await client.authenticate_email_async(email, password)
if session.is_exception():
var err = session.get_exception()
printerr("[NakamaManager] Auth Error: %s (Code: %s)" % [err.message, err.status_code])
emit_signal("connection_failed", err.message)
return false
# 2. Connect Socket
socket = Nakama.create_socket_from(client)
var socket_result = await socket.connect_async(session)
if typeof(socket_result) == TYPE_INT:
if socket_result != OK:
printerr("[NakamaManager] Socket Error (Code: %s)" % socket_result)
emit_signal("connection_failed", "Socket connect failed with code " + str(socket_result))
return false
elif socket_result.is_exception():
var err = socket_result.get_exception()
printerr("[NakamaManager] Socket Error: %s (Code: %s)" % [err.message, err.status_code])
emit_signal("connection_failed", err.message)
return false
# 3. Initialize Multiplayer Bridge
# This links Nakama's socket to Godot's High-Level Multiplayer API
if bridge:
bridge.leave()
bridge = null
bridge = NakamaMultiplayerBridge.new(socket)
# Connect bridge signals
bridge.match_joined.connect(_on_bridge_match_joined)
bridge.match_join_error.connect(_on_bridge_match_join_error)
# CRITICAL: Set Godot's multiplayer peer to the Nakama bridge
# This allows @rpc functions to work over Nakama
multiplayer.set_multiplayer_peer(bridge.multiplayer_peer)
print("Connected to Nakama and Bridge Initialized.")
emit_signal("connected_to_nakama")
return true
func cleanup():
"""Properly shutdown the Nakama connection and reset the multiplayer peer."""
print("[NakamaManager] Full cleanup starting...")
if bridge:
bridge.leave()
bridge = null
if socket:
socket.close()
socket = null
# Delete match metadata from storage (best-effort, don't block cleanup)
if session and client and not current_match_id.is_empty():
client.delete_storage_objects_async(session, [
NakamaStorageObjectId.new("match_meta", current_match_id, session.user_id)
])
current_match_id = ""
# Reset Godot's multiplayer peer
if multiplayer.get_multiplayer_peer():
multiplayer.set_multiplayer_peer(null)
print("[NakamaManager] Cleanup complete.")
# --- Match Management ---
func host_game(room_meta: Dictionary = {}):
if not bridge:
printerr("Cannot host: Bridge not initialized")
return
print("Hosting match via Nakama Bridge...")
var result = await bridge.create_match()
if result and result.is_exception():
emit_signal("match_join_error", result.get_exception().message)
return
# Store room metadata in Nakama storage so other players can see it in listings
if session and current_match_id and room_meta.size() > 0:
var meta_json = JSON.stringify(room_meta)
var write_obj = NakamaWriteStorageObject.new(
"match_meta", current_match_id,
2, 1, meta_json, ""
)
var wr = await client.write_storage_objects_async(session, [write_obj])
if wr.is_exception():
push_warning("[NakamaManager] Failed to write match metadata: ", wr.get_exception().message)
else:
print("[NakamaManager] Match metadata stored for: ", current_match_id)
func join_game(match_id: String):
if not bridge:
printerr("Cannot join: Bridge not initialized")
return
# If already connected, leave current match first
if bridge.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
print("Already connected to a match. Leaving current match before joining...")
bridge.leave()
# Wait a bit for cleanup
await get_tree().create_timer(0.2).timeout
print("Joining match: ", match_id)
var result = await bridge.join_match(match_id)
if result and result.is_exception():
emit_signal("match_join_error", result.get_exception().message)
# --- Callbacks ---
func _on_bridge_match_joined() -> void:
current_match_id = bridge.match_id
print("Successfully joined match: ", current_match_id)
emit_signal("match_joined", current_match_id)
func _on_bridge_match_join_error(error) -> void:
printerr("Bridge failed to join match: ", error.message)
emit_signal("match_join_error", error.message)
func is_connected_to_nakama() -> bool:
return socket != null and socket.is_connected_to_host()
# --- Match Listing ---
func list_matches_async(mode_filter: String = "") -> Array:
"""Query available matches from Nakama server.
mode_filter: optional game mode string — used as label query for authoritative matches.
For relayed matches this has no server-side effect; filtering is client-side."""
if not client:
push_error("Cannot list matches: Client not initialized")
return []
if not session or session.is_expired():
push_error("Cannot list matches: No valid session")
return []
print("Querying matches from Nakama server... (filter: '%s')" % mode_filter)
# Query matches — label filter works for authoritative matches only.
# For relayed matches all rooms are returned; game_mode is parsed from label field if present.
var result = await client.list_matches_async(session, 0, 8, 20, false, "", "")
if result.is_exception():
printerr("Failed to list matches: ", result.get_exception().message)
return []
var rooms: Array = []
if result.matches:
print("Found %d matches" % result.matches.size())
# Build storage read requests for all matches
var read_ids: Array = []
for match_data in result.matches:
# Try to read metadata stored by each host
read_ids.append(match_data.match_id)
# Batch-read room metadata from Nakama storage
var meta_map: Dictionary = {} # match_id -> {host_name, game_mode, ...}
if read_ids.size() > 0:
var storage_reads: Array = []
for mid in read_ids:
# We don't know the owner_id, so list objects by collection+key
# Use list_storage_objects per match or batch read
pass
# Read all match metas from our own storage (other users' objects are public read)
for mid in read_ids:
var list_result = await client.list_storage_objects_async(session, "match_meta", "", 100)
if not list_result.is_exception() and list_result.objects:
for obj in list_result.objects:
var parsed = JSON.parse_string(obj.value)
if parsed is Dictionary:
meta_map[obj.key] = parsed
break # Only need one call — lists all match_meta objects
for match_data in result.matches:
print(" Match: ", match_data.match_id, " - Size: ", match_data.size)
var short_id = match_data.match_id.substr(0, 8) if match_data.match_id.length() > 8 else match_data.match_id
# Get metadata from storage (host_name, game_mode)
var meta = meta_map.get(match_data.match_id, {})
var host_name = meta.get("host_name", "Unknown")
var game_mode = meta.get("game_mode", "")
var max_players = int(meta.get("max_players", 8))
# Fallback: parse game_mode from label if available
if game_mode.is_empty():
var label: String = match_data.label if match_data.label != null else ""
if label.begins_with("[") and "]" in label:
game_mode = label.substr(1, label.find("]") - 1)
rooms.append({
"match_id": match_data.match_id,
"room_name": short_id,
"host_name": host_name,
"player_count": match_data.size if match_data.size else 1,
"max_players": max_players,
"game_mode": game_mode
})
else:
print("No matches found")
return rooms
func _exit_tree():
cleanup()