182 lines
6.0 KiB
GDScript
182 lines
6.0 KiB
GDScript
extends Control
|
|
## Boot screen that handles update checking before launching the game
|
|
## On mobile: Shows update UI and handles in-game patching
|
|
## On desktop: Quick check, then proceeds (assumes launcher handles updates)
|
|
|
|
@onready var status_label := %StatusLabel as Label
|
|
@onready var progress_container := %ProgressContainer as VBoxContainer
|
|
@onready var progress_bar := %ProgressBar as ProgressBar
|
|
@onready var progress_label := %ProgressLabel as Label
|
|
@onready var button_container := %ButtonContainer as HBoxContainer
|
|
@onready var update_button := %UpdateButton as Button
|
|
@onready var skip_button := %SkipButton as Button
|
|
@onready var store_button := %StoreButton as Button
|
|
@onready var version_label := $VersionLabel as Label
|
|
|
|
var update_manager: Node
|
|
var update_info: Dictionary = {}
|
|
var main_scene_path := "res://scenes/main.tscn" # Your main game scene
|
|
|
|
func _ready() -> void:
|
|
# Get or create the update manager
|
|
update_manager = _get_update_manager()
|
|
|
|
# Connect signals
|
|
update_manager.update_check_completed.connect(_on_update_check_completed)
|
|
update_manager.update_check_failed.connect(_on_update_check_failed)
|
|
update_manager.download_started.connect(_on_download_started)
|
|
update_manager.download_progress.connect(_on_download_progress)
|
|
update_manager.download_completed.connect(_on_download_completed)
|
|
update_manager.download_failed.connect(_on_download_failed)
|
|
update_manager.store_update_required.connect(_on_store_update_required)
|
|
|
|
# Connect buttons
|
|
update_button.pressed.connect(_on_update_pressed)
|
|
skip_button.pressed.connect(_on_skip_pressed)
|
|
store_button.pressed.connect(_on_store_pressed)
|
|
|
|
# Show current version
|
|
version_label.text = "v" + update_manager.current_version
|
|
|
|
# Start update check after a brief delay
|
|
await get_tree().create_timer(0.5).timeout
|
|
_check_for_updates()
|
|
|
|
func _get_update_manager() -> Node:
|
|
# Try to get from autoload first
|
|
if has_node("/root/GameUpdateManager"):
|
|
return get_node("/root/GameUpdateManager")
|
|
|
|
# Otherwise, create instance
|
|
var manager_script := load("res://scripts/managers/game_update_manager.gd")
|
|
var manager: Node = manager_script.new()
|
|
manager.name = "GameUpdateManager"
|
|
get_tree().root.add_child(manager)
|
|
return manager
|
|
|
|
func _check_for_updates() -> void:
|
|
status_label.text = "Checking for updates..."
|
|
progress_container.visible = false
|
|
button_container.visible = false
|
|
|
|
# On desktop without launcher, skip update check and go straight to game
|
|
if update_manager.is_desktop() and not update_manager._launcher_available():
|
|
# Quick check but don't block
|
|
update_manager.check_for_updates()
|
|
# Auto-proceed after short delay if on desktop
|
|
await get_tree().create_timer(2.0).timeout
|
|
if not update_info.get("has_update", false):
|
|
_proceed_to_game()
|
|
else:
|
|
update_manager.check_for_updates()
|
|
|
|
func _on_update_check_completed(has_update: bool, info: Dictionary) -> void:
|
|
update_info = info
|
|
version_label.text = "v" + info.current_version
|
|
|
|
if has_update:
|
|
if info.needs_store_update:
|
|
status_label.text = "A required update is available.\nPlease update from the store."
|
|
button_container.visible = true
|
|
update_button.visible = false
|
|
skip_button.visible = false
|
|
store_button.visible = true
|
|
elif info.can_patch:
|
|
status_label.text = "Update available: v" + info.latest_version
|
|
button_container.visible = true
|
|
update_button.visible = true
|
|
skip_button.visible = true
|
|
store_button.visible = false
|
|
else:
|
|
# Desktop with launcher - just proceed
|
|
status_label.text = "Update available via launcher"
|
|
await get_tree().create_timer(1.5).timeout
|
|
_proceed_to_game()
|
|
else:
|
|
status_label.text = "Game is up to date!"
|
|
await get_tree().create_timer(1.0).timeout
|
|
_proceed_to_game()
|
|
|
|
func _on_update_check_failed(error: String) -> void:
|
|
status_label.text = "Could not check for updates"
|
|
print("[BootScreen] Update check failed: ", error)
|
|
|
|
# Allow playing anyway
|
|
await get_tree().create_timer(1.5).timeout
|
|
_proceed_to_game()
|
|
|
|
func _on_update_pressed() -> void:
|
|
button_container.visible = false
|
|
status_label.text = "Downloading update..."
|
|
update_manager.download_update()
|
|
|
|
func _on_skip_pressed() -> void:
|
|
_proceed_to_game()
|
|
|
|
func _on_store_pressed() -> void:
|
|
update_manager.open_store_page()
|
|
|
|
func _on_download_started(_total_size: int) -> void:
|
|
progress_container.visible = true
|
|
progress_bar.value = 0
|
|
progress_label.text = "0%"
|
|
|
|
func _on_download_progress(_downloaded: int, _total: int, percentage: float) -> void:
|
|
progress_bar.value = percentage
|
|
progress_label.text = "%.0f%%" % percentage
|
|
|
|
func _on_download_completed() -> void:
|
|
status_label.text = "Update installed!"
|
|
progress_container.visible = false
|
|
|
|
# Reload the game to apply changes
|
|
await get_tree().create_timer(1.0).timeout
|
|
get_tree().reload_current_scene()
|
|
|
|
func _on_download_failed(error: String) -> void:
|
|
status_label.text = "Update failed: " + error
|
|
progress_container.visible = false
|
|
button_container.visible = true
|
|
update_button.text = "Retry"
|
|
|
|
func _on_store_update_required(store_url: String) -> void:
|
|
status_label.text = "Please update from the store"
|
|
button_container.visible = true
|
|
update_button.visible = false
|
|
skip_button.visible = false
|
|
store_button.visible = true
|
|
|
|
func _proceed_to_game() -> void:
|
|
# Load any previously downloaded patches
|
|
_load_existing_patches()
|
|
|
|
# Change to main game scene
|
|
get_tree().change_scene_to_file(main_scene_path)
|
|
|
|
func _load_existing_patches() -> void:
|
|
# Load any PCK files from the patches directory
|
|
var patches_dir := "user://patches/"
|
|
var dir := DirAccess.open(patches_dir)
|
|
if not dir:
|
|
return
|
|
|
|
var patches: Array[String] = []
|
|
dir.list_dir_begin()
|
|
var file := dir.get_next()
|
|
while file != "":
|
|
if file.ends_with(".pck"):
|
|
patches.append(file)
|
|
file = dir.get_next()
|
|
dir.list_dir_end()
|
|
|
|
# Sort patches by version (filename includes version)
|
|
patches.sort()
|
|
|
|
# Load each patch in order
|
|
for patch in patches:
|
|
var patch_path := patches_dir + patch
|
|
if ProjectSettings.load_resource_pack(patch_path, true):
|
|
print("[BootScreen] Loaded patch: ", patch)
|
|
else:
|
|
push_warning("[BootScreen] Failed to load patch: ", patch)
|