Files
tekton/scripts/nakama_manager.gd
T
adtpdn dce55c2fe6 Minor Update
- Refactor the Player.gd

- Attempt to fix joining the available room, via Room ID
2025-12-03 21:51:23 +08:00

118 lines
3.5 KiB
GDScript

extends Node
# Standard Nakama Configuration
const NAKAMA_SERVER_KEY = "defaultkey"
const NAKAMA_HOST = "77.237.232.232"
const NAKAMA_PORT = 7350
const 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
client = Nakama.create_client(NAKAMA_SERVER_KEY, NAKAMA_HOST, NAKAMA_PORT, NAKAMA_SCHEME)
# Ensure we process network events
set_process(true)
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.")
emit_signal("connected_to_nakama")
return true
# 1. Authenticate
if email == "":
var device_id = OS.get_unique_id()
# For testing, append a random number to device ID to simulate unique users on one machine
device_id = device_id + str(randi())
session = await client.authenticate_device_async(device_id)
else:
session = await client.authenticate_email_async(email, password)
if session.is_exception():
printerr("Auth Error: ", session.get_exception().message)
emit_signal("connection_failed", session.get_exception().message)
return false
# 2. Connect Socket
socket = Nakama.create_socket_from(client)
var socket_result = await socket.connect_async(session)
if socket_result.is_exception():
printerr("Socket Error: ", socket_result.get_exception().message)
emit_signal("connection_failed", socket_result.get_exception().message)
return false
# 3. Initialize Multiplayer Bridge
# This links Nakama's socket to Godot's High-Level Multiplayer API
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
# --- Match Management ---
func host_game():
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)
func join_game(match_id: String):
if not bridge:
printerr("Cannot join: Bridge not initialized")
return
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()
func _exit_tree():
if socket:
socket.close()