Files
tekton/scripts/managers/lobby_manager.gd
T
2026-06-11 18:28:25 +08:00

1020 lines
33 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 host_disconnected()
signal game_starting()
signal match_duration_changed(duration_seconds: int)
signal randomize_spawn_changed(enabled: bool)
signal character_changed(player_id: int, character_name: String)
signal area_changed(area_name: String)
signal player_list_changed()
signal rematch_votes_updated(count: int, required: int)
# Stop N Go settings signals
signal sng_go_duration_changed(duration: int)
signal sng_stop_duration_changed(duration: int)
signal sng_required_goals_changed(goals: int)
# Tekton Doors settings signals
signal doors_swap_time_changed(time: int)
signal doors_refresh_time_changed(time: int)
signal doors_required_goals_changed(goals: int)
# Gauntlet settings signals
signal gauntlet_round_duration_changed(duration: int)
signal gauntlet_cannon_interval_changed(interval: int)
signal gauntlet_volley_size_changed(size: int)
# 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 is_lan_mode: bool = false # True when using direct ENet (no Nakama)
const LAN_PORT: int = 7777 # Port for LAN direct connections
const LAN_DISCOVERY_PORT: int = 7778 # Port for LAN discovery
var local_player_name: String = "Player"
# Tutorial Mode Flag
var is_tutorial_mode: bool = false
var _udp_peer: PacketPeerUDP
var _broadcast_timer: Timer
# Match duration in seconds (configurable in lobby by host)
var match_duration: int = 180 # Default 3 minutes
# Randomize spawn locations (configurable in lobby by host)
var randomize_spawn: bool = false # Default enabled
# Timer setting
var enable_cycle_timer: bool = false # Default disabled
signal enable_cycle_timer_changed(enabled: bool)
# Scarcity setting
var scarcity_mode: String = "Normal" # Normal, Aggressive, Chaos
signal scarcity_mode_changed(mode: String)
# Disconnection reason for UI feedback
var disconnect_reason: String = ""
# Stop N Go settings
var sng_go_duration: int = 20
var sng_stop_duration: int = 4
var sng_required_goals: int = 8
# Tekton Doors settings
var doors_swap_time: int = 15
var doors_refresh_time: int = 25
var doors_required_goals: int = 8
# Gauntlet settings
var gauntlet_round_duration: int = 180
var gauntlet_cannon_interval: int = 5
var gauntlet_volley_size: int = 5
# Rematch tracking
var rematch_votes: Array = [] # [player_id, ...]
# Character and area selection
var available_characters: Array[String] = ["Copper", "Dabro", "Gatot", "Pip", "Random"]
var available_areas: Array[String] = []
var available_game_modes: Array[String] = ["Freemode", "Stop n Go", "Candy Cannon Survival"]
var selected_area: String = "Freemode Arena" # Host-controlled
var game_mode: String = "Freemode" # Host-controlled
var local_character_index: int = 0 # Local player's character index
func get_game_mode() -> GameMode.Mode:
return GameMode.from_string(game_mode)
func is_game_mode(mode: GameMode.Mode) -> bool:
return get_game_mode() == mode
# Signals
signal game_mode_changed(mode: String)
# Ready to start game check
var _all_ready: bool = false
func _ready():
_update_available_areas(game_mode)
# Setup UDP for LAN discovery
_udp_peer = PacketPeerUDP.new()
# 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)
multiplayer.server_disconnected.connect(_on_server_disconnected)
func _process(_delta):
_listen_for_lan_discovery()
func _listen_for_lan_discovery():
if not _udp_peer or not is_lan_mode or is_host: return
if not _udp_peer.is_bound(): return
while _udp_peer.get_available_packet_count() > 0:
var packet = _udp_peer.get_packet()
var ip = _udp_peer.get_packet_ip()
var data_str = packet.get_string_from_utf8()
if not data_str.begins_with("TEKTON_HOST:"): continue
var room_info_json = data_str.trim_prefix("TEKTON_HOST:")
var room_info = JSON.parse_string(room_info_json)
if room_info is Dictionary:
room_info["ip"] = ip
_update_lan_room_list(room_info)
func _update_available_areas(mode: String) -> void:
match mode:
"Freemode":
available_areas = ["Freemode Arena", "Classic", "Colloseum"]
"Stop n Go":
available_areas = ["Stop N Go Arena"]
"Candy Cannon Survival":
available_areas = ["Gauntlet Arena"]
_:
available_areas = ["Classic"]
# =============================================================================
# Room Creation / Joining
# =============================================================================
func start_tutorial(mode: String = "Freemode") -> void:
is_tutorial_mode = true
game_mode = mode
match_duration = 300
GameStateManager.enable_bots = true
GameStateManager.max_players = 2 # 1 Player + 1 Bot
create_room_lan("Tutorial")
func create_room(room_name: String) -> void:
"""Host creates a new room with the given name (Nakama)."""
is_host = true
is_lan_mode = false
current_room = {
"room_name": room_name,
"host_name": local_player_name,
"max_players": GameStateManager.max_players,
"game_mode": game_mode
}
# 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({
"host_name": local_player_name,
"game_mode": game_mode,
"max_players": GameStateManager.max_players
})
func join_room(match_id: String) -> void:
"""Client joins an existing room by match ID (Nakama)."""
is_host = false
is_lan_mode = 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)
# =============================================================================
# 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",
"game_mode": game_mode
}
# 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)
_start_lan_broadcast(room_name)
emit_signal("room_joined", current_room)
return true
func _start_lan_broadcast(room_name: String):
_stop_lan_broadcast()
if _udp_peer.bind(0) != OK:
push_error("[LAN] Failed to bind UDP for broadcasting")
return
_udp_peer.set_broadcast_enabled(true)
_broadcast_timer = Timer.new()
_broadcast_timer.name = "LANBroadcastTimer"
_broadcast_timer.wait_time = 2.0
_broadcast_timer.autostart = true
add_child(_broadcast_timer)
_broadcast_timer.timeout.connect(_broadcast_lan_room.bind(room_name))
func _broadcast_lan_room(room_name: String):
var room_data = {
"room_name": room_name,
"host_name": local_player_name,
"player_count": players_in_room.size(),
"max_players": GameStateManager.max_players,
"match_id": "LAN",
"game_mode": game_mode
}
var msg = "TEKTON_HOST:" + JSON.stringify(room_data)
_udp_peer.set_dest_address("255.255.255.255", LAN_DISCOVERY_PORT)
_udp_peer.put_packet(msg.to_utf8_buffer())
func _stop_lan_broadcast():
if _broadcast_timer:
_broadcast_timer.stop()
_broadcast_timer.queue_free()
_broadcast_timer = null
if _udp_peer and _udp_peer.is_bound():
_udp_peer.close()
func _update_lan_room_list(room_info: Dictionary):
var found = false
for i in range(available_rooms.size()):
if available_rooms[i].get("ip") == room_info["ip"]:
available_rooms[i] = room_info
found = true
break
if not found:
available_rooms.append(room_info)
emit_signal("room_list_updated", available_rooms)
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:
"""Leave the current room."""
print("[LobbyManager] Leaving room. Clearing all local state.")
# 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():
print("[LobbyManager] Host is leaving. Kicking all clients...")
kick_all_clients.rpc()
# Important: Reset all lobby settings and player lists first
reset()
_stop_lan_broadcast()
# Emit before nulling peer so UI can still access peer info if needed
emit_signal("room_left")
if is_lan_mode:
# LAN mode: Host should keep peer alive long enough to reach lobby
if not is_host or get_tree().current_scene.name == "Lobby":
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
GameStateManager.reset()
func refresh_room_list() -> void:
"""Request updated room list from Nakama or scan for LAN rooms."""
if is_lan_mode:
available_rooms.clear()
if _udp_peer.is_bound(): _udp_peer.close()
var err = _udp_peer.bind(LAN_DISCOVERY_PORT)
if err != OK:
push_error("[LAN] Failed to bind to discovery port %d" % LAN_DISCOVERY_PORT)
emit_signal("room_list_updated", available_rooms)
return
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."""
if not multiplayer.has_multiplayer_peer():
return
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."""
# Allow solo play in both LAN and Nakama modes
var min_players = 1
if players_in_room.size() < min_players:
_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
@rpc("authority", "call_local", "reliable")
func kick_all_clients() -> void:
"""Called on all clients when the host leaves to ensure they are returned to the menu."""
if not is_host:
print("[LobbyManager] Received kick from host. Returning to menu...")
disconnect_reason = "Host left the lobby. Room closed."
emit_signal("host_disconnected")
# We use call_deferred to avoid potential issues during RPC stack processing
call_deferred("leave_room")
# =============================================================================
# Game Start
# =============================================================================
func set_match_duration(duration_seconds: int) -> void:
"""Host sets match duration. Syncs to all clients."""
match_duration = duration_seconds
if is_host:
rpc("sync_match_duration", duration_seconds)
@rpc("authority", "call_local", "reliable")
func sync_match_duration(duration_seconds: int) -> void:
"""Sync match duration from host to clients."""
match_duration = duration_seconds
emit_signal("match_duration_changed", duration_seconds)
func get_match_duration() -> int:
return match_duration
func set_randomize_spawn(enabled: bool) -> void:
"""Host sets randomize spawn. Syncs to all clients."""
randomize_spawn = enabled
if is_host:
rpc("sync_randomize_spawn", enabled)
@rpc("authority", "call_local", "reliable")
func sync_randomize_spawn(enabled: bool) -> void:
"""Sync randomize spawn from host to clients."""
randomize_spawn = enabled
emit_signal("randomize_spawn_changed", enabled)
func get_randomize_spawn() -> bool:
return randomize_spawn
# =============================================================================
# Timer Setting
# =============================================================================
func set_enable_cycle_timer(enabled: bool) -> void:
"""Host sets enable cycle timer. Syncs to all clients."""
enable_cycle_timer = enabled
if is_host:
rpc("sync_enable_cycle_timer", enabled)
@rpc("authority", "call_local", "reliable")
func sync_enable_cycle_timer(enabled: bool) -> void:
"""Sync enable cycle timer from host to clients."""
enable_cycle_timer = enabled
emit_signal("enable_cycle_timer_changed", enabled)
func get_enable_cycle_timer() -> bool:
return enable_cycle_timer
# =============================================================================
# Scarcity Mode
# =============================================================================
func set_scarcity_mode(mode: String) -> void:
"""Host sets scarcity mode. Syncs to clients."""
scarcity_mode = mode
if is_host:
rpc("sync_scarcity_mode", mode)
@rpc("authority", "call_local", "reliable")
func sync_scarcity_mode(mode: String) -> void:
scarcity_mode = mode
# Update ScarcityModel immediately
ScarcityModel.set_mode(mode)
emit_signal("scarcity_mode_changed", mode)
func get_scarcity_mode() -> String:
return scarcity_mode
# =============================================================================
# Stop N Go Settings
# =============================================================================
func set_sng_go_duration(duration: int) -> void:
sng_go_duration = duration
if is_host: rpc("sync_sng_go_duration", duration)
@rpc("authority", "call_local", "reliable")
func sync_sng_go_duration(duration: int) -> void:
sng_go_duration = duration
emit_signal("sng_go_duration_changed", duration)
func set_sng_stop_duration(duration: int) -> void:
sng_stop_duration = duration
if is_host: rpc("sync_sng_stop_duration", duration)
@rpc("authority", "call_local", "reliable")
func sync_sng_stop_duration(duration: int) -> void:
sng_stop_duration = duration
emit_signal("sng_stop_duration_changed", duration)
func set_sng_required_goals(goals: int) -> void:
sng_required_goals = goals
if is_host: rpc("sync_sng_required_goals", goals)
@rpc("authority", "call_local", "reliable")
func sync_sng_required_goals(goals: int) -> void:
sng_required_goals = goals
emit_signal("sng_required_goals_changed", goals)
# =============================================================================
# Tekton Doors Settings
# =============================================================================
func set_doors_swap_time(time: int) -> void:
doors_swap_time = time
if is_host: rpc("sync_doors_swap_time", time)
@rpc("authority", "call_local", "reliable")
func sync_doors_swap_time(time: int) -> void:
doors_swap_time = time
emit_signal("doors_swap_time_changed", time)
func set_doors_refresh_time(time: int) -> void:
doors_refresh_time = time
if is_host: rpc("sync_doors_refresh_time", time)
@rpc("authority", "call_local", "reliable")
func sync_doors_refresh_time(time: int) -> void:
doors_refresh_time = time
emit_signal("doors_refresh_time_changed", time)
func set_doors_required_goals(goals: int) -> void:
doors_required_goals = goals
if is_host: rpc("sync_doors_required_goals", goals)
@rpc("authority", "call_local", "reliable")
func sync_doors_required_goals(goals: int) -> void:
doors_required_goals = goals
emit_signal("doors_required_goals_changed", goals)
# =============================================================================
# Gauntlet Settings
# =============================================================================
func set_gauntlet_round_duration(duration: int) -> void:
gauntlet_round_duration = duration
if is_host: rpc("sync_gauntlet_round_duration", duration)
@rpc("authority", "call_local", "reliable")
func sync_gauntlet_round_duration(duration: int) -> void:
gauntlet_round_duration = duration
emit_signal("gauntlet_round_duration_changed", duration)
func set_gauntlet_cannon_interval(interval: int) -> void:
gauntlet_cannon_interval = interval
if is_host: rpc("sync_gauntlet_cannon_interval", interval)
@rpc("authority", "call_local", "reliable")
func sync_gauntlet_cannon_interval(interval: int) -> void:
gauntlet_cannon_interval = interval
emit_signal("gauntlet_cannon_interval_changed", interval)
func set_gauntlet_volley_size(size: int) -> void:
gauntlet_volley_size = size
if is_host: rpc("sync_gauntlet_volley_size", size)
@rpc("authority", "call_local", "reliable")
func sync_gauntlet_volley_size(size: int) -> void:
gauntlet_volley_size = size
emit_signal("gauntlet_volley_size_changed", size)
# =============================================================================
# Character Selection
# =============================================================================
func get_local_character() -> String:
"""Get the local player's current character name."""
return available_characters[local_character_index]
func set_character(character_name: String) -> void:
"""Set local player's character. Syncs to all peers."""
var idx = available_characters.find(character_name)
if idx == -1:
push_error("Invalid character: " + character_name)
return
local_character_index = idx
if not multiplayer.has_multiplayer_peer():
return
var my_id = multiplayer.get_unique_id()
# Update local player data
for player in players_in_room:
if player["id"] == my_id:
player["character"] = character_name
break
# Sync to all peers
rpc("sync_character", my_id, character_name)
func cycle_character(direction: int) -> void:
"""Cycle through available characters. direction: -1 for left, +1 for right."""
local_character_index = wrapi(local_character_index + direction, 0, available_characters.size())
set_character(available_characters[local_character_index])
func select_random_character() -> void:
"""Select a random character (excluding 'Randomized' option itself)."""
# Pick from indices 0-3 (Copper, Dabro, Gatot, Pip)
var random_idx = randi() % 4
local_character_index = random_idx
set_character(available_characters[local_character_index])
@rpc("any_peer", "call_local", "reliable")
func sync_character(player_id: int, character_name: String) -> void:
"""Sync character selection across all clients."""
for player in players_in_room:
if player["id"] == player_id:
player["character"] = character_name
break
emit_signal("character_changed", player_id, character_name)
emit_signal("player_list_changed")
# =============================================================================
# Player Name Management
# =============================================================================
func set_player_name(new_name: String) -> void:
"""Set local player's name. Syncs to all peers."""
local_player_name = new_name
if not multiplayer.has_multiplayer_peer():
emit_signal("player_list_changed")
return
var my_id = multiplayer.get_unique_id()
# Update local player data
for player in players_in_room:
if player["id"] == my_id:
player["name"] = new_name
break
# Sync to all peers if connected
if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
rpc("sync_player_name", my_id, new_name)
emit_signal("player_list_changed")
@rpc("any_peer", "call_local", "reliable")
func sync_player_name(player_id: int, new_name: String) -> void:
"""Sync player name across all clients."""
for player in players_in_room:
if player["id"] == player_id:
player["name"] = new_name
break
emit_signal("player_list_changed")
# =============================================================================
# Area Selection (Host Only)
# =============================================================================
func get_selected_area() -> String:
return selected_area
func get_area_index() -> int:
return available_areas.find(selected_area)
func set_area(area_name: String) -> void:
"""Host sets the game area. Syncs to all clients."""
if not is_host:
push_warning("Only host can change area")
return
if area_name not in available_areas:
push_error("Invalid area: " + area_name)
return
selected_area = area_name
rpc("sync_area", area_name)
func cycle_area(direction: int) -> void:
"""Host cycles through available areas. direction: -1 for left, +1 for right."""
if not is_host:
return
var current_idx = available_areas.find(selected_area)
var new_idx = wrapi(current_idx + direction, 0, available_areas.size())
set_area(available_areas[new_idx])
@rpc("authority", "call_local", "reliable")
func sync_area(area_name: String) -> void:
"""Sync area selection from host to clients."""
selected_area = area_name
emit_signal("area_changed", area_name)
# =============================================================================
# Game Mode Selection (Host Only)
# =============================================================================
func set_game_mode(mode: String) -> void:
"""Host sets the game mode. Syncs to all clients."""
if not is_host:
push_warning("Only host can change game mode")
return
if mode not in available_game_modes:
push_error("Invalid game mode: " + mode)
return
game_mode = mode
rpc("sync_game_mode", mode)
_update_available_areas(mode)
# Only force switch the area if the selected area is NOT valid for this mode
if selected_area not in available_areas:
set_area(available_areas[0])
else:
# Important: even if the area is technically in the list, if they just clicked Free Mode
# we should default them to Free Mode Area if they were on Stop n Go Area before.
if mode == "Free Mode" and "Free Mode Area" in available_areas:
set_area("Free Mode Area")
elif mode == "Stop n Go" and "Stop n Go Area" in available_areas:
set_area("Stop n Go Area")
elif mode == "Tekton Doors" and "Tekton Doors Area" in available_areas:
set_area("Tekton Doors Area")
elif mode == "Gauntlet" and "Candy Pump Arena" in available_areas:
set_area("Candy Pump Arena")
@rpc("authority", "call_local", "reliable")
func sync_game_mode(mode: String) -> void:
"""Sync game mode selection from host to clients."""
game_mode = mode
_update_available_areas(mode)
# Try to smart-match the client's local area to the mode as well so their UI matches
if mode == "Free Mode" and "Free Mode Area" in available_areas:
selected_area = "Free Mode Area"
elif mode == "Stop n Go" and "Stop n Go Area" in available_areas:
selected_area = "Stop n Go Area"
elif mode == "Tekton Doors" and "Tekton Doors Area" in available_areas:
selected_area = "Tekton Doors Area"
elif mode == "Gauntlet" and "Candy Pump Arena" in available_areas:
selected_area = "Candy Pump Arena"
elif selected_area not in available_areas:
selected_area = available_areas[0]
emit_signal("game_mode_changed", mode)
func start_game(force: bool = false) -> 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 force and not _all_ready:
push_error("Not all players are ready")
return
# Sync match duration to all clients before starting
rpc("sync_match_duration", match_duration)
# Sync timer setting
rpc("sync_enable_cycle_timer", enable_cycle_timer)
# Sync scarcity mode
rpc("sync_scarcity_mode", scarcity_mode)
# Sync game mode features
rpc("sync_sng_go_duration", sng_go_duration)
rpc("sync_sng_stop_duration", sng_stop_duration)
rpc("sync_sng_required_goals", sng_required_goals)
rpc("sync_doors_swap_time", doors_swap_time)
rpc("sync_doors_refresh_time", doors_refresh_time)
rpc("sync_doors_required_goals", doors_required_goals)
# Sync gauntlet settings
rpc("sync_gauntlet_round_duration", gauntlet_round_duration)
rpc("sync_gauntlet_cannon_interval", gauntlet_cannon_interval)
rpc("sync_gauntlet_volley_size", gauntlet_volley_size)
# Sync game mode
rpc("sync_game_mode", game_mode)
# 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."""
# 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
# 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
if not multiplayer.has_multiplayer_peer():
return
# 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,
"character": available_characters[local_character_index],
"nakama_id": NakamaManager.session.user_id if NakamaManager.session else ""
}
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, requester_name: String, requester_character: String, requester_nakama_id: String = "") -> void:
"""Client requests room info from host, sending their name, character and nakama_id."""
if not multiplayer.is_server():
return
# Update the player's name, character and nakama_id in the list
for player in players_in_room:
if player["id"] == requester_id:
player["name"] = requester_name
player["character"] = requester_character
player["nakama_id"] = requester_nakama_id
break
# Send room data to requester
rpc_id(requester_id, "receive_room_info", current_room, players_in_room)
# Sync current lobby settings to the joining client
rpc_id(requester_id, "sync_match_duration", match_duration)
rpc_id(requester_id, "sync_randomize_spawn", randomize_spawn)
rpc_id(requester_id, "sync_enable_cycle_timer", enable_cycle_timer)
rpc_id(requester_id, "sync_scarcity_mode", scarcity_mode)
rpc_id(requester_id, "sync_sng_go_duration", sng_go_duration)
rpc_id(requester_id, "sync_sng_stop_duration", sng_stop_duration)
rpc_id(requester_id, "sync_sng_required_goals", sng_required_goals)
rpc_id(requester_id, "sync_doors_swap_time", doors_swap_time)
rpc_id(requester_id, "sync_doors_refresh_time", doors_refresh_time)
rpc_id(requester_id, "sync_doors_required_goals", doors_required_goals)
rpc_id(requester_id, "sync_gauntlet_round_duration", gauntlet_round_duration)
rpc_id(requester_id, "sync_gauntlet_cannon_interval", gauntlet_cannon_interval)
rpc_id(requester_id, "sync_gauntlet_volley_size", gauntlet_volley_size)
rpc_id(requester_id, "sync_game_mode", game_mode)
rpc_id(requester_id, "sync_area", selected_area)
# Also sync updated player list to all other clients
rpc("sync_player_list", players_in_room)
emit_signal("player_list_changed")
@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,
"character": available_characters[0],
"nakama_id": ""
}
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)
_check_all_ready()
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
# Send our actual name, character, and nakama_id to the host
var my_nakama_id: String = NakamaManager.session.user_id if NakamaManager.session else ""
rpc_id(1, "request_room_info", multiplayer.get_unique_id(), local_player_name, available_characters[local_character_index], my_nakama_id)
func _on_peer_disconnected(peer_id: int) -> void:
"""Called when peer disconnects."""
print("Peer disconnected: ", peer_id)
# If the host (peer 1) disconnected and we are not host, we should be kicked
if peer_id == 1 and not is_host:
print("[LobbyManager] Host peer disconnected. Kicking self...")
_on_server_disconnected()
return
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()
func _on_server_disconnected() -> void:
"""Called on all clients when the host (server) disconnects."""
print("[LobbyManager] Server (Host) disconnected. Terminating room...")
disconnect_reason = "Host disconnected. Match terminated."
rematch_votes.clear()
# Ensure full cleanup and state reset
leave_room()
emit_signal("host_disconnected")
# =============================================================================
# Rematch Logic
# =============================================================================
func _get_connected_human_count() -> int:
"""Returns the number of connected real human players (peers + host, excluding bots)."""
if multiplayer.has_multiplayer_peer():
return multiplayer.get_peers().size() + 1 # peers + self (host)
return max(1, players_in_room.size()) # Fallback to lobby list
func reset_rematch_votes() -> void:
rematch_votes.clear()
var required = max(1, ceili(_get_connected_human_count() / 2.0))
emit_signal("rematch_votes_updated", 0, required)
@rpc("any_peer", "call_local", "reliable")
func request_rematch(player_id: int) -> void:
"""Client requests a rematch. Votes needed depend on connected real players (excluding bots)."""
if not multiplayer.is_server():
return
if player_id not in rematch_votes:
rematch_votes.append(player_id)
var required = max(1, ceili(_get_connected_human_count() / 2.0))
print("[LobbyManager] Rematch vote from %d. Total: %d/%d" % [player_id, rematch_votes.size(), required])
# Sync vote count to all clients
rpc("sync_rematch_votes", rematch_votes.size(), required)
# Check if we have enough votes
if rematch_votes.size() >= required:
print("[LobbyManager] Rematch threshold met! Starting game...")
start_rematch()
@rpc("authority", "call_local", "reliable")
func sync_rematch_votes(count: int, required: int) -> void:
emit_signal("rematch_votes_updated", count, required)
func start_rematch() -> void:
"""Host starts the rematch."""
if not is_host:
return
reset_rematch_votes()
# Start game using existing start_game logic, bypassing ready check
start_game(true)
@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
is_tutorial_mode = false
match_duration = 180 # Reset to default 3 minutes
game_mode = "Freemode"
_update_available_areas(game_mode)
selected_area = available_areas[0]
local_character_index = 0 # Default to "Copper"
enable_cycle_timer = false
sng_go_duration = 20
sng_stop_duration = 4
sng_required_goals = 8
doors_swap_time = 15
doors_refresh_time = 25
doors_required_goals = 8