netfishing/ui/network/join_game_page.gd

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GDScript3
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class_name JoinGamePage
extends Control
signal join_requested(endpoint: String)
signal back_requested
enum Mode {
DIRECT,
SAVED,
RECENT,
}
const ADDRESS_FORMAT_HELP: String = (
"Hostname, IPv4, or [IPv6]. Port 7777 is used when omitted."
)
const DIRECT_WORKFLOW_HELP: String = (
"%s\nJoin Now connects once; Save Server stores this address locally."
% ADDRESS_FORMAT_HELP
)
@onready var _address: LineEdit = %Address
@onready var _address_label: Label = %AddressLabel
@onready var _address_helper: Label = %AddressHelper
@onready var _name_edit: LineEdit = %NameEdit
@onready var _name_label: Label = %NameLabel
@onready var _name_helper: Label = %NameHelper
@onready var _server_list: ItemList = %ServerList
@onready var _details: Label = %Details
@onready var _direct_button: BubbleButton = %DirectButton
@onready var _saved_button: BubbleButton = %SavedButton
@onready var _recent_button: BubbleButton = %RecentButton
@onready var _join_button: BubbleButton = %JoinButton
@onready var _save_button: BubbleButton = %SaveButton
@onready var _edit_button: BubbleButton = %EditButton
@onready var _favorite_button: BubbleButton = %FavoriteButton
@onready var _delete_button: BubbleButton = %DeleteButton
@onready var _cancel_button: BubbleButton = %CancelButton
@onready var _back_button: BubbleButton = %BackButton
@onready var _open_close_button: BubbleButton = %OpenCloseButton
@onready var _status: Label = %Status
@onready var _session_summary: Label = %SessionSummary
@onready var _delete_confirmation: BubbleConfirmationPage = (
%DeleteConfirmation
)
var _network_session: NetworkSession
var _saved_servers: SavedServerStore
var _server_trust: ServerTrustStore
var _gameplay_context: bool = false
var _mode: Mode = Mode.DIRECT
var _visible_entries: Array[SavedServerEntry] = []
var _selected_entry: SavedServerEntry
var _editing_entry_id: String = ""
var _name_entry_active: bool = false
var _delete_armed: bool = false
func _ready() -> void:
_direct_button.pressed.connect(_set_mode.bind(Mode.DIRECT))
_saved_button.pressed.connect(_set_mode.bind(Mode.SAVED))
_recent_button.pressed.connect(_set_mode.bind(Mode.RECENT))
_join_button.pressed.connect(_request_join)
_save_button.pressed.connect(_on_save_pressed)
_edit_button.pressed.connect(_on_edit_pressed)
_favorite_button.pressed.connect(_on_favorite_pressed)
_delete_button.pressed.connect(_on_delete_pressed)
_cancel_button.pressed.connect(_on_cancel_pressed)
_back_button.pressed.connect(_on_back_pressed)
_open_close_button.pressed.connect(_on_open_close_pressed)
_address.text_submitted.connect(func(_value: String) -> void:
if _name_entry_active:
_name_edit.grab_focus()
_name_edit.select_all()
else:
_request_join()
)
_name_edit.text_submitted.connect(func(_value: String) -> void:
_commit_name_entry()
)
_server_list.item_selected.connect(_on_list_item_selected)
_server_list.item_activated.connect(func(_index: int) -> void:
_request_join()
)
_delete_confirmation.confirmed.connect(_confirm_delete)
_delete_confirmation.cancelled.connect(_cancel_delete)
hide()
func setup(
network_session: NetworkSession,
saved_servers: SavedServerStore,
gameplay_context: bool,
server_trust: ServerTrustStore = null,
) -> void:
_network_session = network_session
_saved_servers = saved_servers
_gameplay_context = gameplay_context
_server_trust = server_trust
if not _network_session.state_changed.is_connected(_on_state_changed):
_network_session.state_changed.connect(_on_state_changed)
if not _network_session.status_message_changed.is_connected(
_on_status_message_changed
):
_network_session.status_message_changed.connect(
_on_status_message_changed
)
if not _network_session.connection_error.is_connected(
_on_connection_error
):
_network_session.connection_error.connect(_on_connection_error)
if not _network_session.peer_count_changed.is_connected(
_on_peer_count_changed
):
_network_session.peer_count_changed.connect(_on_peer_count_changed)
if (
_saved_servers != null
and not _saved_servers.data_changed.is_connected(_on_store_changed)
):
_saved_servers.data_changed.connect(_on_store_changed)
_refresh()
func open_page(preserved_endpoint: String = "") -> void:
if not preserved_endpoint.is_empty():
_address.text = preserved_endpoint
elif _address.text.is_empty():
_address.text = "127.0.0.1:7777"
show()
_set_mode(_mode)
if _mode == Mode.DIRECT:
_address.grab_focus()
_address.select_all()
func close_page() -> void:
_clear_edit_state()
hide()
get_viewport().gui_release_focus()
func get_endpoint_text() -> String:
return _address.text
func set_status(message: String) -> void:
_set_status(_friendly_connection_message(message), true)
func _set_mode(mode: Mode) -> void:
_mode = mode
_selected_entry = null
_clear_edit_state()
_refresh_entries()
_refresh()
if not is_visible_in_tree():
return
if mode == Mode.DIRECT:
_address.grab_focus()
else:
_server_list.grab_focus()
func _request_join() -> void:
if _network_session.state in [
NetworkSession.State.CONNECTION_FAILED,
NetworkSession.State.SERVER_LOST,
]:
_network_session.reset_failure()
var endpoint_text: String = (
_selected_entry.normalized_endpoint
if _mode != Mode.DIRECT and _selected_entry != null
else _address.text
)
var endpoint: ConnectionEndpoint = EndpointParser.parse(endpoint_text)
if not endpoint.is_valid():
_set_status(endpoint.error_message, true)
return
_set_status("Connecting…")
_address.text = endpoint.normalized_display
join_requested.emit(endpoint.normalized_display)
func _on_save_pressed() -> void:
if _name_entry_active:
_commit_name_entry()
return
var endpoint: ConnectionEndpoint = (
_selected_entry.get_endpoint()
if _mode == Mode.RECENT and _selected_entry != null
else EndpointParser.parse(_address.text)
)
if not endpoint.is_valid():
_set_status(endpoint.error_message, true)
return
var existing: SavedServerEntry = (
_saved_servers.find_saved_by_endpoint(endpoint)
)
if existing != null:
_set_status(
"Already saved locally as “%s”." % existing.display_name,
true,
)
_set_mode(Mode.SAVED)
_select_entry_id(existing.entry_id)
return
_address.text = endpoint.normalized_display
_name_edit.text = (
_selected_entry.last_observed_server_name
if _mode == Mode.RECENT
and _selected_entry != null
and not _selected_entry.last_observed_server_name.is_empty()
else endpoint.host
)
_name_entry_active = true
_name_edit.show()
_save_button.text = "save"
_name_edit.grab_focus()
_name_edit.select_all()
_refresh()
func _commit_name_entry() -> void:
var endpoint := EndpointParser.parse(_address.text)
if not endpoint.is_valid():
_set_status(endpoint.error_message, true)
return
var saved: SavedServerEntry = _saved_servers.save_or_update_entry(
_name_edit.text,
endpoint,
_editing_entry_id,
)
if saved == null:
_set_status(
"Could not save. Check the server name and address.",
true,
)
return
var was_editing: bool = not _editing_entry_id.is_empty()
_set_status(
"Server updated."
if was_editing
else "Saved locally as “%s”." % saved.display_name
)
_clear_edit_state()
_mode = Mode.SAVED
_refresh_entries()
_select_entry_id(saved.entry_id)
_refresh()
func _on_edit_pressed() -> void:
if _selected_entry == null or _mode != Mode.SAVED:
return
_editing_entry_id = _selected_entry.entry_id
_address.text = _selected_entry.normalized_endpoint
_name_edit.text = _selected_entry.display_name
_name_entry_active = true
_name_edit.show()
_save_button.text = "save"
_name_edit.grab_focus()
_name_edit.select_all()
_refresh()
func _on_favorite_pressed() -> void:
if _selected_entry == null or _mode != Mode.SAVED:
return
var entry_id: String = _selected_entry.entry_id
_saved_servers.set_favorite(entry_id, not _selected_entry.favorite)
_refresh_entries()
_select_entry_id(entry_id)
_refresh()
func _on_delete_pressed() -> void:
if _selected_entry == null or _mode == Mode.DIRECT:
return
_delete_armed = true
_delete_confirmation.configure(
(
"Remove this recent connection from this device?"
if _mode == Mode.RECENT
else "Delete this saved-server bookmark from this device?"
),
"remove" if _mode == Mode.RECENT else "delete",
"cancel",
BubbleConfirmationPage.InitialFocus.CANCEL,
)
_delete_confirmation.transition_in(0.18, func() -> void: pass)
func _confirm_delete() -> void:
if _selected_entry == null or not _delete_armed:
_cancel_delete()
return
var removed: bool = (
_saved_servers.remove_recent_entry(_selected_entry.entry_id)
if _mode == Mode.RECENT
else _saved_servers.remove_saved_entry(_selected_entry.entry_id)
)
_set_status(
(
"Removed from recent connections."
if _mode == Mode.RECENT
else "Removed from saved servers."
)
if removed
else "Could not remove the local entry.",
not removed,
)
_selected_entry = null
_delete_armed = false
_refresh_entries()
_refresh()
_delete_confirmation.hide_page()
func _cancel_delete() -> void:
_delete_armed = false
_delete_confirmation.hide_page()
_delete_button.grab_focus()
func _on_list_item_selected(index: int) -> void:
if index < 0 or index >= _visible_entries.size():
return
_selected_entry = _visible_entries[index]
_delete_armed = false
_refresh()
func _select_entry_id(entry_id: String) -> void:
for index: int in range(_visible_entries.size()):
if _visible_entries[index].entry_id == entry_id:
_server_list.select(index)
_selected_entry = _visible_entries[index]
return
func _refresh_entries() -> void:
_visible_entries.clear()
_server_list.clear()
if _saved_servers == null or _mode == Mode.DIRECT:
return
_visible_entries = (
_saved_servers.get_saved_entries()
if _mode == Mode.SAVED
else _saved_servers.get_recent_entries()
)
for entry: SavedServerEntry in _visible_entries:
var prefix: String = "" if entry.favorite else ""
var count: String = (
"%d / %d players"
% [
entry.last_observed_player_count,
entry.last_observed_max_players,
]
if entry.last_observed_max_players > 0
else ""
)
_server_list.add_item(
"%s%s%s%s"
% [
prefix,
entry.display_name,
entry.normalized_endpoint,
count,
]
)
func _refresh() -> void:
if not is_node_ready() or _network_session == null:
return
var connecting: bool = _network_session.state in [
NetworkSession.State.CONNECTING,
NetworkSession.State.AUTHENTICATING,
]
var direct: bool = _mode == Mode.DIRECT
var selected: bool = _selected_entry != null
_address.visible = direct or _name_entry_active
_address_label.visible = _address.visible
_address_helper.visible = _address.visible
_address_helper.text = (
ADDRESS_FORMAT_HELP if _name_entry_active else DIRECT_WORKFLOW_HELP
)
_address.editable = not connecting
_name_edit.visible = _name_entry_active
_name_label.visible = _name_entry_active
_name_helper.visible = _name_entry_active
_server_list.visible = not direct and not _name_entry_active
_details.visible = not direct and not _name_entry_active
_join_button.disabled = connecting or (not direct and not selected)
_join_button.text = "join\nnow" if direct else "join"
_save_button.visible = direct or _mode == Mode.RECENT or _name_entry_active
_save_button.disabled = connecting or (
_mode == Mode.RECENT and not selected and not _name_entry_active
)
_save_button.text = "save" if _name_entry_active else "save\nserver"
_edit_button.visible = _mode == Mode.SAVED and selected
_favorite_button.visible = _mode == Mode.SAVED and selected
_favorite_button.text = (
"unfavorite"
if selected and _selected_entry.favorite
else "favorite"
)
_delete_button.visible = not direct and selected
_delete_button.text = "remove" if _mode == Mode.RECENT else "delete"
_cancel_button.visible = connecting
_open_close_button.visible = (
_gameplay_context and _network_session.is_host()
)
if _open_close_button.visible:
_open_close_button.text = (
"close\ngame"
if _network_session.is_open_host()
else "open\ngame"
)
_session_summary.visible = (
_gameplay_context
and _network_session.state != NetworkSession.State.INACTIVE
)
if _session_summary.visible:
_session_summary.text = "%d / %d players" % [
_network_session.get_player_count(),
_network_session.get_session_max_players(),
]
if not direct:
if selected:
_details.text = _format_entry_details(_selected_entry)
elif _visible_entries.is_empty():
_details.text = (
"No saved servers yet."
if _mode == Mode.SAVED
else "No recent connections yet."
)
else:
_details.text = "Select a server."
var warning: String = (
_saved_servers.get_recovery_warning()
if _saved_servers != null
else ""
)
if not warning.is_empty() and _status.text.is_empty():
_status.text = warning
func _format_entry_details(entry: SavedServerEntry) -> String:
var parts: Array[String] = []
if _mode == Mode.SAVED:
parts.append("Name: %s" % entry.display_name)
parts.append("Address: %s" % entry.normalized_endpoint)
if _server_trust != null:
var trust := _server_trust.get_record(entry.get_endpoint())
if trust.is_empty():
parts.append("Host identity: Not verified yet")
else:
parts.append(
"Host identity: %s"
% NetworkIdentityCrypto.format_fingerprint(
str(trust.get("fingerprint", ""))
)
)
if (
not entry.last_observed_server_name.is_empty()
and (
_mode != Mode.SAVED
or entry.last_observed_server_name != entry.display_name
)
):
parts.append("Server name: %s" % entry.last_observed_server_name)
if entry.last_observed_max_players > 0:
parts.append(
"Players: %d / %d"
% [
entry.last_observed_player_count,
entry.last_observed_max_players,
]
)
if entry.last_success_at_unix > 0:
parts.append(
"Last connected: %s"
% Time.get_datetime_string_from_unix_time(
entry.last_success_at_unix, true
)
)
if not entry.last_result_code.is_empty():
parts.append(
"Last result: %s" % _format_result_code(entry.last_result_code)
)
return "\n".join(parts)
func _format_result_code(result_code: String) -> String:
match result_code.strip_edges().to_upper():
"SUCCESS":
return "Connected successfully"
"PROTOCOL_MISMATCH":
return "Protocol versions did not match"
"SERVER_FULL":
return "Server was full"
"CANCELLED":
return "Connection cancelled"
"TIMEOUT", "CONNECTION_FAILED", "SERVER_UNAVAILABLE":
return "Could not reach the server"
_:
return "Connection was unsuccessful"
func _friendly_connection_message(message: String) -> String:
var normalized: String = message.strip_edges().to_lower()
if "protocol" in normalized and (
"mismatch" in normalized or "version" in normalized
):
return "Protocol versions do not match."
if "full" in normalized or "capacity" in normalized:
return "Server is full."
if "cancel" in normalized:
return "Connection cancelled."
if (
"timeout" in normalized
or "unavailable" in normalized
or "refused" in normalized
or "reach" in normalized
or "failed" in normalized
):
return "Could not reach the server."
return message
func _set_status(message: String, is_error: bool = false) -> void:
_status.text = message
_status.add_theme_color_override(
"font_color",
Color(0.45, 0.09, 0.08, 1.0)
if is_error
else Color(0.035, 0.145, 0.22, 1.0),
)
func _clear_edit_state() -> void:
_editing_entry_id = ""
_name_entry_active = false
_delete_armed = false
if is_node_ready():
_name_edit.hide()
_delete_confirmation.hide_page()
func _on_cancel_pressed() -> void:
if _network_session != null:
_network_session.cancel_connection()
_refresh()
func _on_back_pressed() -> void:
if _name_entry_active or _delete_armed:
_clear_edit_state()
_refresh()
return
if (
_network_session != null
and _network_session.state in [
NetworkSession.State.CONNECTING,
NetworkSession.State.AUTHENTICATING,
]
):
_network_session.cancel_connection()
back_requested.emit()
func _on_open_close_pressed() -> void:
if _network_session == null or not _network_session.is_host():
return
_network_session.set_host_open(not _network_session.is_open_host())
_refresh()
func _on_state_changed(_state: NetworkSession.State) -> void:
_refresh()
func _on_status_message_changed(message: String) -> void:
_set_status(_friendly_connection_message(message))
_refresh()
func _on_connection_error(message: String) -> void:
_set_status(_friendly_connection_message(message), true)
_refresh()
func _on_peer_count_changed(player_count: int, max_players: int) -> void:
_session_summary.text = "%d / %d players" % [
player_count,
max_players,
]
func _on_store_changed() -> void:
var selected_id: String = (
_selected_entry.entry_id if _selected_entry != null else ""
)
_refresh_entries()
if not selected_id.is_empty():
_select_entry_id(selected_id)
_refresh()