netfishing/network/network_job_service.gd

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GDScript3
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class_name NetworkJobService
extends Node
const MAX_SESSION_ID_LENGTH: int = 96
const BOARD_REQUEST_INTERVAL_SECONDS: float = 1.5
var _session: NetworkSession
var _jobs: PlayerJobService
var _sequence: int = 0
var _last_received_sequence: int = -1
var _board_request_accumulator: float = 0.0
func setup(session: NetworkSession, jobs: PlayerJobService) -> void:
_session = session
_jobs = jobs
_session.state_changed.connect(_on_session_state_changed)
_session.peer_authenticated.connect(_on_peer_authenticated)
_jobs.board_changed.connect(_on_board_changed)
set_process(true)
func _process(delta: float) -> void:
if (
_session == null
or _jobs == null
or not _session.is_joined_client()
or not _session.supports_server_capability(
NetworkProtocol.JOBS_CAPABILITY
)
or _jobs.has_active_board()
):
_board_request_accumulator = 0.0
return
_board_request_accumulator += delta
if _board_request_accumulator < BOARD_REQUEST_INTERVAL_SECONDS:
return
_board_request_accumulator = 0.0
_request_remote_board()
func _on_session_state_changed(state: NetworkSession.State) -> void:
_sequence = 0
_last_received_sequence = -1
_board_request_accumulator = 0.0
if state == NetworkSession.State.JOINED_CLIENT:
if _session.supports_server_capability(NetworkProtocol.JOBS_CAPABILITY):
_request_remote_board()
else:
_jobs.clear_remote_board()
elif state in [
NetworkSession.State.INACTIVE,
NetworkSession.State.DISCONNECTING,
NetworkSession.State.CONNECTION_FAILED,
NetworkSession.State.SERVER_LOST,
]:
_jobs.clear_remote_board()
func _on_peer_authenticated(peer_id: int, _display_name: String) -> void:
if (
_session == null
or not _session.is_host()
or not _session.peer_supports_capability(
peer_id, NetworkProtocol.JOBS_CAPABILITY
)
):
return
_send_board(peer_id)
func _on_board_changed() -> void:
if _session == null or not _session.is_host():
return
for peer_id: int in _session.get_authenticated_peer_ids():
if (
peer_id != _session.get_local_peer_id()
and _session.peer_supports_capability(
peer_id, NetworkProtocol.JOBS_CAPABILITY
)
):
_send_board(peer_id)
func _send_board(peer_id: int) -> void:
var board: Dictionary = _jobs.get_host_board_network_data()
if board.is_empty() or not PlayerJobService.validate_board(board):
return
_sequence += 1
receive_job_board.rpc_id(peer_id, {
"session_id": _session.get_session_id(),
"sequence": _sequence,
"board": board,
})
func _request_remote_board() -> void:
if (
_session != null
and _session.is_joined_client()
and _session.supports_server_capability(
NetworkProtocol.JOBS_CAPABILITY
)
):
request_job_board.rpc_id(1)
@rpc("any_peer", "call_remote", "reliable", 0)
func request_job_board() -> void:
var sender_id: int = multiplayer.get_remote_sender_id()
if (
_session == null
or not _session.is_host()
or sender_id <= 1
or not _session.is_authenticated_peer(sender_id)
or not _session.peer_supports_capability(
sender_id, NetworkProtocol.JOBS_CAPABILITY
)
):
return
_send_board(sender_id)
@rpc("authority", "call_remote", "reliable", 0)
func receive_job_board(data: Dictionary) -> void:
if (
_session == null
or _jobs == null
or not _session.is_joined_client()
or not _session.supports_server_capability(NetworkProtocol.JOBS_CAPABILITY)
or not validate_snapshot(data)
or str(data.get("session_id", "")) != _session.get_session_id()
):
return
var sequence: int = int(data.get("sequence", -1))
if sequence <= _last_received_sequence:
return
var board: Dictionary = data.get("board", {})
if _jobs.apply_remote_board(board):
_last_received_sequence = sequence
_board_request_accumulator = 0.0
static func validate_snapshot(value: Variant) -> bool:
if typeof(value) != TYPE_DICTIONARY:
return false
var data: Dictionary = value
return (
typeof(data.get("session_id")) == TYPE_STRING
and not str(data.get("session_id", "")).is_empty()
and str(data.get("session_id", "")).length() <= MAX_SESSION_ID_LENGTH
and typeof(data.get("sequence")) == TYPE_INT
and int(data.get("sequence", -1)) >= 0
and PlayerJobService.validate_board(data.get("board"))
)