extends "res://scripts/multiplayer.gd" var queued_messages = [] var queued_messages_mutex = Mutex.new() func _request_lobby_list(): var apclient = global.get_node("Archipelago") Steam.addRequestLobbyListStringFilter( "archipelago", apclient._seed, Steam.LOBBY_COMPARISON_EQUAL ) ._request_lobby_list() func _on_lobby_created(result: int, lobby_id: int) -> void: if result != Steam.RESULT_OK: return var apclient = global.get_node("Archipelago") var _ignore = Steam.setLobbyData(lobby_id, "archipelago", apclient._seed) ._on_lobby_created(result, lobby_id) func _on_lobby_joined(lobby_id: int, permissions: int, locked: bool, result: int) -> void: if result != Steam.RESULT_OK: return var apclient = global.get_node("Archipelago") Steam.setLobbyMemberData(lobby_id, "slot_name", apclient._player_name_by_slot[apclient._slot]) ._on_lobby_joined(lobby_id, permissions, locked, result) func _update_lobby_members(): ._update_lobby_members() if active_lobby_id == 0: return var lobby_size: int = Steam.getNumLobbyMembers(active_lobby_id) for i in range(0, lobby_size): var member_id: int = Steam.getLobbyMemberByIndex(active_lobby_id, i) if member_id != player_steam_id and member_id in active_lobby_members: var slot_name = Steam.getLobbyMemberData(active_lobby_id, member_id, "slot_name") active_lobby_members[member_id].steam_name = slot_name func say(text): queued_messages_mutex.lock() queued_messages.append(text) queued_messages_mutex.unlock() func _physics_process(_delta): if queued_messages_mutex.try_lock() == OK: if queued_messages.empty(): queued_messages_mutex.unlock() else: var messages = queued_messages.duplicate() queued_messages = [] queued_messages_mutex.unlock() var player = get_tree().get_root().get_node("Spatial/player") var space_state = get_tree().get_root().get_world().direct_space_state var nearby_members = [] for member_id in active_lobby_members.keys(): var other_member = active_lobby_members[member_id] var ray = space_state.intersect_ray( player.global_translation, other_member.global_translation, [player], 0b0101 ) if !("collider" in ray) or ray["collider"] == other_member: # Visible! nearby_members.append(member_id) var apclient = global.get_node("Archipelago") var player_name = apclient.get_player_name() for member_id in nearby_members: for msg in messages: _send_p2p_packet( {"solves": [{"say": msg, "from": player_name}]}, member_id, Steam.P2P_SEND_RELIABLE, true ) # I'm completely hijacking this callback, since we're in ghost mode and it won't be called normally. func _receive_solve(data): if "say" in data: get_tree().get_root().get_node("Spatial/AP_TextClient").parse_printjson( "[LOCAL] [color=#fafad2]%s[/color]: %s" % [data["from"], data["say"]] ) messages.showMessage("[color=#fafad2]%s[/color]: %s" % [data["from"], data["say"]]) func _send_hi(_discard): pass nection_dialog.cpp?h=v0.11.3&id=46f46b4caa0fbaba77ac2b2291d908d3bf81dd28'>plain) (blame)
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