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path: root/Archipelago/multiplayer.gd
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extends "res://scripts/multiplayer.gd"


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.ap_user)

	._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
ass="nv">BYTE_MASK, ((randi() & BYTE_MASK) & 0x0f) | 0x40, randi() & BYTE_MASK, ((randi() & BYTE_MASK) & 0x3f) | 0x80, randi() & BYTE_MASK, randi() & BYTE_MASK, randi() & BYTE_MASK, randi() & BYTE_MASK, randi() & BYTE_MASK, randi() & BYTE_MASK, randi() & BYTE_MASK, ] static func uuidbinrng(rng: RandomNumberGenerator): rng.randomize() return [ rng.randi() & BYTE_MASK, rng.randi() & BYTE_MASK, rng.randi() & BYTE_MASK, rng.randi() & BYTE_MASK, rng.randi() & BYTE_MASK, rng.randi() & BYTE_MASK, ((rng.randi() & BYTE_MASK) & 0x0f) | 0x40, rng.randi() & BYTE_MASK, ((rng.randi() & BYTE_MASK) & 0x3f) | 0x80, rng.randi() & BYTE_MASK, rng.randi() & BYTE_MASK, rng.randi() & BYTE_MASK, rng.randi() & BYTE_MASK, rng.randi() & BYTE_MASK, rng.randi() & BYTE_MASK, rng.randi() & BYTE_MASK, ] static func v4(): # 16 random bytes with the bytes on index 6 and 8 modified var b = uuidbin() return ( "%02x%02x%02x%02x-%02x%02x-%02x%02x-%02x%02x-%02x%02x%02x%02x%02x%02x" % [ # low b[0], b[1], b[2], b[3], # mid b[4], b[5], # hi b[6], b[7], # clock b[8], b[9], # clock b[10], b[11], b[12], b[13], b[14], b[15] ] ) static func v4_rng(rng: RandomNumberGenerator): # 16 random bytes with the bytes on index 6 and 8 modified var b = uuidbinrng(rng) return ( "%02x%02x%02x%02x-%02x%02x-%02x%02x-%02x%02x-%02x%02x%02x%02x%02x%02x" % [ # low b[0], b[1], b[2], b[3], # mid b[4], b[5], # hi b[6], b[7], # clock b[8], b[9], # clock b[10], b[11], b[12], b[13], b[14], b[15] ] ) var _uuid: Array func _init(rng := RandomNumberGenerator.new()) -> void: _uuid = uuidbinrng(rng) func as_array() -> Array: return _uuid.duplicate() func as_dict(big_endian := true) -> Dictionary: if big_endian: return { "low": (_uuid[0] << 24) + (_uuid[1] << 16) + (_uuid[2] << 8) + _uuid[3], "mid": (_uuid[4] << 8) + _uuid[5], "hi": (_uuid[6] << 8) + _uuid[7], "clock": (_uuid[8] << 8) + _uuid[9], "node": ( (_uuid[10] << 40) + (_uuid[11] << 32) + (_uuid[12] << 24) + (_uuid[13] << 16) + (_uuid[14] << 8) + _uuid[15] ) } else: return { "low": _uuid[0] + (_uuid[1] << 8) + (_uuid[2] << 16) + (_uuid[3] << 24), "mid": _uuid[4] + (_uuid[5] << 8), "hi": _uuid[6] + (_uuid[7] << 8), "clock": _uuid[8] + (_uuid[9] << 8), "node": ( _uuid[10] + (_uuid[11] << 8) + (_uuid[12] << 16) + (_uuid[13] << 24) + (_uuid[14] << 32) + (_uuid[15] << 40) ) } func as_string() -> String: return ( "%02x%02x%02x%02x-%02x%02x-%02x%02x-%02x%02x-%02x%02x%02x%02x%02x%02x" % [ # low _uuid[0], _uuid[1], _uuid[2], _uuid[3], # mid _uuid[4], _uuid[5], # hi _uuid[6], _uuid[7], # clock _uuid[8], _uuid[9], # node _uuid[10], _uuid[11], _uuid[12], _uuid[13], _uuid[14], _uuid[15] ] ) func is_equal(other) -> bool: # Godot Engine compares Array recursively # There's no need for custom comparison here. return _uuid == other._uuid