83 lines
2.9 KiB
GDScript
83 lines
2.9 KiB
GDScript
extends Node
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const SWLogger = preload("res://addons/silent_wolf/utils/SWLogger.gd")
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# The URL we will connect to
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@export var websocket_url = "wss://ws.silentwolfmp.com/server"
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@export var ws_room_init_url = "wss://ws.silentwolfmp.com/init"
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signal ws_client_ready
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# Our WebSocketClient instance
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#var _client = WebSocketClient.new()
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func _ready():
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SWLogger.debug("Entering MPClient _ready function")
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# Connect base signals to get notified of connection open, close, and errors.
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#_client.connect("connection_closed", self, "_closed")
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#_client.connect("connection_error", self, "_closed")
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#_client.connect("connection_established", self, "_connected")
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# This signal is emitted when not using the Multiplayer API every time
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# a full packet is received.
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# Alternatively, you could check get_peer(1).get_available_packets() in a loop.
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#_client.connect("data_received", self, "_on_data")
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# Initiate connection to the given URL.
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#var err = _client.connect_to_url(websocket_url)
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#if err != OK:
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#SWLogger.debug("Unable to connect to WS server")
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# print("Unable to connect to WS server")
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# set_process(false)
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#emit_signal("ws_client_ready")
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func _closed(was_clean = false):
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# was_clean will tell you if the disconnection was correctly notified
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# by the remote peer before closing the socket.
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SWLogger.debug("WS connection closed, clean: " + str(was_clean))
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set_process(false)
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func _connected(proto = ""):
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# This is called on connection, "proto" will be the selected WebSocket
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# sub-protocol (which is optional)
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#SWLogger.debug("Connected with protocol: " + str(proto))
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print("Connected with protocol: ", proto)
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# You MUST always use get_peer(1).put_packet to send data to server,
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# and not put_packet directly when not using the MultiplayerAPI.
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#var test_packet = { "data": "Test packet" }
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#send_to_server(test_packet)
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#_client.get_peer(1).put_packet("Test packet".to_utf8())
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func _on_data():
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# Print the received packet, you MUST always use get_peer(1).get_packet
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# to receive data from server, and not get_packet directly when not
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# using the MultiplayerAPI.
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#SWLogger.debug("Got data from WS server: " + str(_client.get_peer(1).get_packet().get_string_from_utf8()))
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#print("Got data from WS server: ", _client.get_peer(1).get_packet().get_string_from_utf8())
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pass
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func _process(delta):
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# Call this in _process or _physics_process. Data transfer, and signals
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# emission will only happen when calling this function.
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#_client.poll()
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pass
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# send arbitrary data to backend
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func send_to_server(message_type, data):
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data["message_type"] = message_type
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print("Sending data to server: " + str(data))
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#_client.get_peer(1).put_packet(str(JSON.stringify(data)).to_utf8())
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func init_mp_session(player_name):
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print("WSClient init_mp_session, sending initialisation packet to server")
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var init_packet = {
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"player_name": player_name
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}
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return send_to_server("init", init_packet)
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func create_room():
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pass
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