Add direct-connect multiplayer foundation

This commit is contained in:
Alexander Sellite 2026-07-29 15:01:46 -04:00
parent 9e9850dd20
commit 24f8263175
36 changed files with 2633 additions and 45 deletions

View file

@ -19,17 +19,22 @@ const BubbleConfirmationPageType = preload(
"res://ui/components/bubble_menu/bubble_confirmation_page.gd"
)
const FishingSpotType = preload("res://fishing/fishing_spot.gd")
const NetworkSessionType = preload("res://network/network_session.gd")
const SavedServerStoreType = preload("res://network/saved_server_store.gd")
const JoinGamePageType = preload("res://ui/network/join_game_page.gd")
signal return_to_title_requested
signal reset_progress_requested
signal quit_requested
signal menu_visibility_changed(is_open: bool)
signal join_game_requested(endpoint: String)
enum ConfirmationAction {
NONE,
RETURN_TO_TITLE,
RESET_PROGRESS,
QUIT_ANYWAY,
JOIN_ANOTHER,
}
enum CloseReason {
@ -54,11 +59,14 @@ enum CloseReason {
)
@onready var _feedback: Label = %FeedbackLabel
@onready var _save_button: BubbleButton = %SaveButton
@onready var _join_game_page: JoinGamePageType = %JoinGamePage
var _player: PlayerType
var _save_manager: SaveManagerType
var _settings_manager: SettingsManagerType
var _fishing_spot: FishingSpotType
var _network_session: NetworkSessionType
var _saved_servers: SavedServerStoreType
var _prior_movement_enabled: bool = true
var _prior_camera_enabled: bool = true
var _prior_mouse_mode: Input.MouseMode = Input.MOUSE_MODE_VISIBLE
@ -71,12 +79,14 @@ var _root_transition_generation: int = 0
var _closing_menu: bool = false
var _backdrop_fade: Tween
var _backdrop_fade_generation: int = 0
var _pending_join_endpoint: String = ""
func _ready() -> void:
%ResumeButton.pressed.connect(resume)
_save_button.pressed.connect(_save_now)
%SettingsButton.pressed.connect(_open_settings)
%JoinGameButton.pressed.connect(_open_join_game)
%ReturnToTitleButton.pressed.connect(_confirm_return_to_title)
%ResetProgressButton.pressed.connect(_confirm_reset_progress)
%QuitButton.pressed.connect(_request_quit)
@ -87,6 +97,8 @@ func _ready() -> void:
_settings_panel.navigation_transition_started.connect(
_emit_transition_flurry
)
_join_game_page.join_requested.connect(_on_join_game_requested)
_join_game_page.back_requested.connect(_close_join_game)
_dim_background.color.a = 0.0
_confirmation_page.hide_page()
resized.connect(_update_responsive_pause_stage)
@ -98,11 +110,16 @@ func setup(
save_manager: SaveManagerType,
settings_manager: SettingsManagerType,
fishing_spot: FishingSpotType,
network_session: NetworkSessionType,
saved_servers: SavedServerStoreType,
) -> void:
_player = player
_save_manager = save_manager
_settings_manager = settings_manager
_fishing_spot = fishing_spot
_network_session = network_session
_saved_servers = saved_servers
_join_game_page.setup(network_session, saved_servers, true)
if not _fishing_spot.bite_activated.is_connected(_on_bite_activated):
_fishing_spot.bite_activated.connect(_on_bite_activated)
@ -121,6 +138,7 @@ func open_menu() -> void:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
_feedback.text = ""
_settings_panel.hide()
_join_game_page.close_page()
_confirmation_page.hide_page()
_confirmation_action = ConfirmationAction.NONE
_action_in_progress = false
@ -169,6 +187,8 @@ func handle_escape() -> bool:
return true
if _confirmation_page.visible:
_close_confirmation()
elif _join_game_page.visible:
_close_join_game()
elif _settings_panel.visible:
_settings_panel.handle_back()
else:
@ -203,6 +223,47 @@ func _open_settings() -> void:
_begin_root_exit(_finish_open_settings)
func _open_join_game() -> void:
if (
_action_in_progress
or _root_transition_active
or _confirmation_action != ConfirmationAction.NONE
):
return
_begin_root_exit(_finish_open_join_game)
func _finish_open_join_game() -> void:
_join_game_page.open_page()
func _close_join_game() -> void:
_join_game_page.close_page()
_begin_root_entry(true)
func _on_join_game_requested(endpoint: String) -> void:
if _action_in_progress or _root_transition_active:
return
_pending_join_endpoint = endpoint
_open_confirmation(
ConfirmationAction.JOIN_ANOTHER,
"join another game?",
(
"your progression will be saved first. "
+ "current players will be disconnected if you are hosting."
),
"save and join",
false
)
func report_network_error(message: String) -> void:
_feedback.text = message
if _join_game_page.visible:
_join_game_page.set_status(message)
func _finish_open_settings() -> void:
_settings_panel.open_panel(
_settings_manager,
@ -347,6 +408,10 @@ func _finish_confirmation_accept(action: ConfirmationAction) -> void:
reset_progress_requested.emit()
ConfirmationAction.QUIT_ANYWAY:
quit_requested.emit()
ConfirmationAction.JOIN_ANOTHER:
_join_game_page.close_page()
join_game_requested.emit(_pending_join_endpoint)
_pending_join_endpoint = ""
_:
_action_in_progress = false
_begin_root_entry(false)
@ -421,6 +486,7 @@ func _finish_close(reason: CloseReason, restore_controls: bool) -> void:
_dim_background.color.a = 0.0
_dim_background.hide()
_settings_panel.hide()
_join_game_page.close_page()
_root_page.hide_page()
_confirmation_page.hide_page()
_confirmation_action = ConfirmationAction.NONE