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36 changed files with 1141 additions and 137 deletions

View file

@ -1,6 +1,6 @@
NETfishing
v0.6.8-alpha
Alpha 0.6.8
v0.7.1-alpha
Alpha 0.7.1
Thank you for trying this early private playtest.

View file

@ -9,7 +9,7 @@ custom_features=""
export_filter="all_resources"
include_filter="LICENSE,ASSET-LICENSE.md,TRADEMARKS.md,docs/ATTRIBUTION.md,ui/fonts/*LICENSE.txt"
exclude_filter="builds/*,scripts/*"
export_path="builds/v0.6.8-alpha/windows-x86_64/NETfishing.exe"
export_path="builds/v0.7.1-alpha/windows-x86_64/NETfishing.exe"
patches=PackedStringArray()
encryption_include_filters=""
encryption_exclude_filters=""
@ -35,11 +35,11 @@ application/modify_resources=true
application/icon="res://art/exported/system_icons/netfishing.ico"
application/console_wrapper_icon=""
application/icon_interpolation=4
application/file_version="0.6.8.0"
application/product_version="0.6.8.0"
application/file_version="0.7.1.0"
application/product_version="0.7.1.0"
application/company_name="Woofmeow"
application/product_name="NETfishing"
application/file_description="NETfishing v0.6.8-alpha"
application/file_description="NETfishing v0.7.1-alpha"
application/copyright="Copyright © 2026 Woofmeow"
application/trademarks="NETfishing and Woofmeow branding is reserved; see TRADEMARKS.md"
application/export_angle=0
@ -62,7 +62,7 @@ custom_features=""
export_filter="all_resources"
include_filter="LICENSE,ASSET-LICENSE.md,TRADEMARKS.md,docs/ATTRIBUTION.md,ui/fonts/*LICENSE.txt"
exclude_filter="builds/*,scripts/*"
export_path="builds/v0.6.8-alpha/linux-arm64/NETfishing.arm64"
export_path="builds/v0.7.1-alpha/linux-arm64/NETfishing.arm64"
patches=PackedStringArray()
encryption_include_filters=""
encryption_exclude_filters=""
@ -92,7 +92,7 @@ custom_features=""
export_filter="all_resources"
include_filter="LICENSE,ASSET-LICENSE.md,TRADEMARKS.md,docs/ATTRIBUTION.md,ui/fonts/*LICENSE.txt"
exclude_filter="builds/*,scripts/*"
export_path="builds/v0.6.8-alpha/macos/NETfishing.zip"
export_path="builds/v0.7.1-alpha/macos/NETfishing.zip"
patches=PackedStringArray()
encryption_include_filters=""
encryption_exclude_filters=""
@ -108,8 +108,8 @@ custom_template/release=""
application/bundle_identifier="io.woofmeow.netfishing"
application/icon="res://art/exported/system_icons/netfishing_1024.png"
application/icon_interpolation=0
application/short_version="0.6.8"
application/version="0.6.8"
application/short_version="0.7.1"
application/version="0.7.1"
application/architecture="universal"
codesign/enable=false
notarization/enable=false
@ -125,7 +125,7 @@ custom_features=""
export_filter="all_resources"
include_filter="LICENSE,ASSET-LICENSE.md,TRADEMARKS.md,docs/ATTRIBUTION.md,ui/fonts/*LICENSE.txt"
exclude_filter="builds/*,scripts/*,tests/*"
export_path="builds/v0.6.8-alpha/server-linux-x86_64/NETfishingServer.x86_64"
export_path="builds/v0.7.1-alpha/server-linux-x86_64/NETfishingServer.x86_64"
patches=PackedStringArray()
encryption_include_filters=""
encryption_exclude_filters=""
@ -155,7 +155,7 @@ custom_features=""
export_filter="all_resources"
include_filter="LICENSE,ASSET-LICENSE.md,TRADEMARKS.md,docs/ATTRIBUTION.md,ui/fonts/*LICENSE.txt"
exclude_filter="builds/*,scripts/*"
export_path="builds/v0.6.8-alpha/android/NETfishing.apk"
export_path="builds/v0.7.1-alpha/android/NETfishing.apk"
patches=PackedStringArray()
encryption_include_filters=""
encryption_exclude_filters=""
@ -176,8 +176,8 @@ architectures/armeabi-v7a=false
architectures/arm64-v8a=true
architectures/x86=false
architectures/x86_64=false
version/code=60800
version/name="v0.6.8-alpha"
version/code=70100
version/name="v0.7.1-alpha"
package/unique_name="io.woofmeow.netfishing"
package/name="NETfishing"
package/signed=true
@ -214,7 +214,7 @@ custom_features=""
export_filter="all_resources"
include_filter="LICENSE,ASSET-LICENSE.md,TRADEMARKS.md,docs/ATTRIBUTION.md,ui/fonts/*LICENSE.txt"
exclude_filter="builds/*,scripts/*"
export_path="builds/v0.6.8-alpha/linux-x86_64/NETfishing.x86_64"
export_path="builds/v0.7.1-alpha/linux-x86_64/NETfishing.x86_64"
patches=PackedStringArray()
encryption_include_filters=""
encryption_exclude_filters=""

View file

@ -868,7 +868,7 @@ func _on_cast_completed() -> void:
_cast_origin_position.z + _cast_direction.z * withdrawal_cancel_distance
)
_presentation.set_line_mode(FishingPresentationType.LineMode.SLACK)
status_changed.emit("waiting for a bite...")
status_changed.emit("")
func _consume_active_bait() -> void:
@ -1131,10 +1131,7 @@ func _on_catch_escaped() -> void:
return
_stop_fight_audio()
var fish_name: String = "the fish"
if _selected_fish != null and not _selected_fish.display_name.is_empty():
fish_name = "the %s" % _selected_fish.display_name
_cleanup_attempt("%s got away!" % fish_name, &"escape")
_cleanup_attempt("", &"escape")
func _on_outcome_completed(outcome: StringName) -> void:
@ -1597,7 +1594,7 @@ func _on_network_cast_accepted(
_network_input_resend_elapsed = 0.0
_presentation.show_withdrawal_position(_bobber_water_position)
_presentation.set_line_mode(FishingPresentationType.LineMode.SLACK)
status_changed.emit("waiting for a bite...")
status_changed.emit("")
func _on_network_cast_rejected(message: String) -> void:

View file

@ -150,6 +150,10 @@ func get_plan_id() -> String:
return _active_plan_id
func has_active_board() -> bool:
return validate_board(_active_board)
func get_time_until_refresh_text() -> String:
if _active_plan_id.is_empty() or _world_time == null:
return "daily jobs unavailable"

View file

@ -334,6 +334,7 @@ func _start_dedicated_server() -> void:
if not _network_session.set_host_open(true):
_fail_dedicated_server("Could not open the dedicated server.")
return
_player_jobs.begin_progression_session()
if config.public_listing and not _discovery.set_discoverable(true):
_network_session.disconnect_session("Discovery setup failed.")
_fail_dedicated_server(_discovery.get_host_status_message())
@ -560,7 +561,7 @@ func _initialize_application(dedicated: bool) -> void:
_network_player_list.set_surface_drawing_service(
_network_surface_drawing
)
_network_chat.setup(_network_session)
_network_chat.setup(_network_session, _world_time, _world_weather)
_network_fishing.setup(
_network_session,
_player_spawn_service,
@ -1555,8 +1556,13 @@ func _on_pause_join_game_requested(endpoint: String) -> void:
_join_requested_from_title = false
_pending_join_endpoint = endpoint
_game_ui.get_pause_menu().close_for_title_transition()
var preserved_public_join: bool = (
_discovery.preserve_public_join_for_session_switch()
)
_network_session.disconnect_session("Connecting to another game.")
if not _network_session.join_direct(endpoint):
if preserved_public_join:
_discovery.cancel_pending_public_join()
_handle_failed_session_switch(
"Could not begin the direct connection."
)
@ -1641,14 +1647,16 @@ func _handle_failed_session_switch(message: String) -> void:
_show_title_music(true)
func _on_network_server_lost() -> void:
func _on_network_server_lost(message: String) -> void:
if not _gameplay_started:
return
_join_requested_from_title = false
_join_requested_from_pause = false
_pending_join_endpoint = ""
_set_gameplay_active(false)
var title_screen: TitleScreenType = _game_ui.get_title_screen()
title_screen.reopen()
title_screen.open_join_game_page(_pending_join_endpoint)
title_screen.report_network_error("The server connection was lost.")
title_screen.reopen_to_menu()
title_screen.report_network_error(message)
_show_title_music(true)

View file

@ -85,6 +85,7 @@ var _join_request_in_flight: bool = false
var _pending_join_endpoint: String = ""
var _pending_join_token: String = ""
var _pending_join_room_id: String = ""
var _preserve_pending_join_on_inactive: bool = false
var _upnp_thread: Thread
var _upnp_mapping_in_progress: bool = false
var _upnp_operation_is_renewal: bool = false
@ -291,6 +292,17 @@ func is_public_join_preparing() -> bool:
return _join_request_in_flight
func preserve_public_join_for_session_switch() -> bool:
_preserve_pending_join_on_inactive = not _pending_join_token.is_empty()
return _preserve_pending_join_on_inactive
func cancel_pending_public_join() -> void:
_preserve_pending_join_on_inactive = false
_set_public_join_state(PublicJoinState.IDLE)
_clear_pending_join()
func prepare_public_join(room: Dictionary) -> bool:
if _join_request_in_flight:
return false
@ -913,18 +925,30 @@ func _discovery_version_mismatch_message(required_version: String) -> String:
func _on_session_state_changed(state: NetworkSession.State) -> void:
if state == NetworkSession.State.CONNECTING and not _pending_join_token.is_empty():
_preserve_pending_join_on_inactive = false
_set_public_join_state(PublicJoinState.CONNECTING)
_join_probe_timer.start()
call_deferred("_send_pending_join_probe")
elif state in [
NetworkSession.State.JOINED_CLIENT,
NetworkSession.State.SERVER_LOST,
NetworkSession.State.INACTIVE,
]:
_preserve_pending_join_on_inactive = false
_set_public_join_state(PublicJoinState.IDLE)
_join_probe_timer.stop()
_clear_pending_join()
elif state == NetworkSession.State.INACTIVE:
if (
_preserve_pending_join_on_inactive
and not _pending_join_token.is_empty()
):
_preserve_pending_join_on_inactive = false
else:
_set_public_join_state(PublicJoinState.IDLE)
_join_probe_timer.stop()
_clear_pending_join()
elif state == NetworkSession.State.CONNECTION_FAILED:
_preserve_pending_join_on_inactive = false
_set_public_join_state(PublicJoinState.ERROR)
_join_probe_timer.stop()
_clear_pending_join()

View file

@ -5,6 +5,7 @@ const BURST_COUNT: int = 3
const WINDOW_COUNT: int = 5
const WINDOW_SECONDS: float = 10.0
const CALL_COOLDOWN_MILLISECONDS: int = 180
const WORLD_COMMAND_COOLDOWN_MILLISECONDS: int = 500
const CALL_PITCH_VARIANTS: Array[float] = [
0.96,
1.03,
@ -22,6 +23,7 @@ signal message_received(message: Dictionary)
signal local_message_confirmed(message: Dictionary)
signal send_rejected(message: String)
signal history_replaced(messages: Array[Dictionary])
signal world_command_finished(success: bool, message: String)
signal character_call_received(
peer_id: int,
call_id: String,
@ -35,13 +37,22 @@ var _request_ledgers: Dictionary[int, Dictionary] = {}
var _rate_times: Dictionary[int, Array] = {}
var _last_call_msec: Dictionary[int, int] = {}
var _call_variant_indices: Dictionary[int, int] = {}
var _last_world_command_msec: Dictionary[int, int] = {}
var _sequence: int = 0
var _peer_names: Dictionary[int, String] = {}
var _relationships: PlayerRelationshipStore
var _world_time: WorldTimeService
var _world_weather: WorldWeatherService
func setup(session: NetworkSession) -> void:
func setup(
session: NetworkSession,
world_time: WorldTimeService,
world_weather: WorldWeatherService,
) -> void:
_session = session
_world_time = world_time
_world_weather = world_weather
_session.peer_authenticated.connect(_on_peer_authenticated)
_session.peer_removed.connect(_on_peer_removed)
_session.state_changed.connect(_on_session_state_changed)
@ -242,6 +253,188 @@ func broadcast_system_message(body: String) -> bool:
return true
func request_world_time_change(phase_name: String) -> bool:
var normalized: String = phase_name.strip_edges().to_lower()
if not _valid_time_phase(normalized) or _session == null:
return false
if _session.is_host():
return _apply_world_time_change(normalized)
if (
not _session.is_joined_client()
or not _session.is_local_operator()
or not _session.supports_server_capability(
NetworkProtocol.WORLD_TIME_CAPABILITY
)
):
return false
submit_world_time_command.rpc_id(1, normalized)
return true
func request_world_weather_change(weather_name: String) -> bool:
var normalized: String = _normalized_weather_name(weather_name)
if normalized.is_empty() or _session == null:
return false
if _session.is_host():
return _apply_world_weather_change(normalized)
if (
not _session.is_joined_client()
or not _session.is_local_operator()
or not _session.supports_server_capability(
NetworkProtocol.WORLD_WEATHER_CAPABILITY
)
):
return false
submit_world_weather_command.rpc_id(1, normalized)
return true
@rpc("any_peer", "call_remote", "reliable", NetworkChatProtocol.RELIABLE_CHANNEL)
func submit_world_time_command(phase_name: String) -> void:
var sender_id: int = multiplayer.get_remote_sender_id()
if not _valid_world_command_sender(sender_id):
_send_world_command_result(
sender_id, false, "Only the host or an operator can change world time."
)
return
if not _consume_world_command_rate(sender_id):
_send_world_command_result(sender_id, false, "Slow down.")
return
var success: bool = _apply_world_time_change(
phase_name.strip_edges().to_lower()
)
_send_world_command_result(
sender_id,
success,
"" if success else "World time could not be changed.",
)
@rpc("any_peer", "call_remote", "reliable", NetworkChatProtocol.RELIABLE_CHANNEL)
func submit_world_weather_command(weather_name: String) -> void:
var sender_id: int = multiplayer.get_remote_sender_id()
if not _valid_world_command_sender(sender_id):
_send_world_command_result(
sender_id,
false,
"Only the host or an operator can change world weather.",
)
return
if not _consume_world_command_rate(sender_id):
_send_world_command_result(sender_id, false, "Slow down.")
return
var success: bool = _apply_world_weather_change(
_normalized_weather_name(weather_name)
)
_send_world_command_result(
sender_id,
success,
"" if success else "World weather could not be changed.",
)
@rpc("authority", "call_remote", "reliable", NetworkChatProtocol.RELIABLE_CHANNEL)
func receive_world_command_result(success: bool, message: String) -> void:
if _session == null or not _session.is_joined_client():
return
world_command_finished.emit(success, message.left(120))
func _valid_world_command_sender(peer_id: int) -> bool:
return (
_session != null
and _session.is_host()
and peer_id > 1
and _session.is_authenticated_peer(peer_id)
and _session.is_peer_operator(peer_id)
)
func _apply_world_time_change(phase_name: String) -> bool:
if _world_time == null or not _valid_time_phase(phase_name):
return false
var target_hour: float = _time_phase_hour(phase_name)
if not _world_time.set_authoritative_time(target_hour):
return false
broadcast_system_message(
"World time set to %s (%s)."
% [phase_name, _world_time.get_clock_text()]
)
return true
func _apply_world_weather_change(weather_name: String) -> bool:
if _world_weather == null:
return false
var normalized: String = _normalized_weather_name(weather_name)
if normalized.is_empty():
return false
var target_weather: WorldWeatherService.Weather = (
_weather_for_name(normalized)
)
if not _world_weather.set_authoritative_weather(target_weather):
return false
broadcast_system_message("World weather set to %s." % normalized)
return true
func _send_world_command_result(
peer_id: int,
success: bool,
message: String,
) -> void:
if peer_id > 1 and _session.is_authenticated_peer(peer_id):
receive_world_command_result.rpc_id(peer_id, success, message.left(120))
func _consume_world_command_rate(peer_id: int) -> bool:
var now_msec: int = Time.get_ticks_msec()
var last_msec: int = _last_world_command_msec.get(
peer_id, now_msec - WORLD_COMMAND_COOLDOWN_MILLISECONDS
)
if now_msec - last_msec < WORLD_COMMAND_COOLDOWN_MILLISECONDS:
return false
_last_world_command_msec[peer_id] = now_msec
return true
static func _valid_time_phase(phase_name: String) -> bool:
return phase_name in ["dawn", "day", "dusk", "night"]
static func _time_phase_hour(phase_name: String) -> float:
match phase_name:
"dawn":
return WorldTimeService.DAWN_START_HOUR
"day":
return WorldTimeService.DAWN_END_HOUR
"dusk":
return WorldTimeService.DUSK_START_HOUR
"night":
return WorldTimeService.DUSK_END_HOUR
return -1.0
static func _normalized_weather_name(weather_name: String) -> String:
var normalized: String = weather_name.strip_edges().to_lower()
return "clear" if normalized == "sunny" else normalized if normalized in [
"clear", "cloudy", "rainy", "foggy"
] else ""
static func _weather_for_name(
weather_name: String,
) -> WorldWeatherService.Weather:
match weather_name:
"cloudy":
return WorldWeatherService.Weather.CLOUDY
"rainy":
return WorldWeatherService.Weather.RAINY
"foggy":
return WorldWeatherService.Weather.FOGGY
return WorldWeatherService.Weather.SUNNY
func get_history() -> Array[Dictionary]:
var result: Array[Dictionary] = []
for message: Dictionary in _history:
@ -422,6 +615,7 @@ func _on_peer_removed(peer_id: int) -> void:
_rate_times.erase(peer_id)
_last_call_msec.erase(peer_id)
_call_variant_indices.erase(peer_id)
_last_world_command_msec.erase(peer_id)
if not _session.is_host():
return
var display_name: String = _peer_names.get(peer_id, "Player")
@ -481,6 +675,7 @@ func _on_session_state_changed(state: NetworkSession.State) -> void:
_rate_times.clear()
_last_call_msec.clear()
_call_variant_indices.clear()
_last_world_command_msec.clear()
_peer_names.clear()
_sequence = 0
history_replaced.emit([])

View file

@ -953,7 +953,7 @@ func _on_attempt_escaped(peer_id: int) -> void:
if attempt == null:
return
attempt.phase = NetworkFishingAttempt.Phase.ESCAPED
_broadcast_public_outcome(attempt, &"escape", "The fish got away!")
_broadcast_public_outcome(attempt, &"escape", "")
_dispose_attempt(peer_id)

View file

@ -2,11 +2,13 @@ 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:
@ -15,13 +17,36 @@ func setup(session: NetworkSession, jobs: PlayerJobService) -> void:
_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 not _session.supports_server_capability(NetworkProtocol.JOBS_CAPABILITY):
if _session.supports_server_capability(NetworkProtocol.JOBS_CAPABILITY):
_request_remote_board()
else:
_jobs.clear_remote_board()
elif state in [
NetworkSession.State.INACTIVE,
@ -69,6 +94,33 @@ func _send_board(peer_id: int) -> void:
})
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 (
@ -86,6 +138,7 @@ func receive_job_board(data: Dictionary) -> void:
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:

View file

@ -0,0 +1,94 @@
class_name NetworkPlayerAnimationProtocol
extends RefCounted
const FORMAT_VERSION: int = 1
const MAX_STATE_ID_LENGTH: int = 64
const MAX_ACTION_SEQUENCE: int = 2147483647
const MAX_ACTION_ELAPSED_SECONDS: float = 86400.0
const LOCOMOTION_IDLE: StringName = &"idle"
const LOCOMOTION_WALKING: StringName = &"walking"
const LOCOMOTION_RUNNING: StringName = &"running"
static func make_state(
locomotion_id: StringName,
grounded: bool,
action_id: StringName = &"",
action_sequence: int = 0,
action_elapsed: float = 0.0,
) -> Dictionary:
return {
"format_version": FORMAT_VERSION,
"locomotion_id": String(locomotion_id),
"grounded": grounded,
"action": make_action_state(
action_id, action_sequence, action_elapsed
),
}
static func make_action_state(
action_id: StringName = &"",
action_sequence: int = 0,
action_elapsed: float = 0.0,
) -> Dictionary:
return {
"id": String(action_id),
"sequence": action_sequence,
"elapsed": action_elapsed,
}
static func validate_state(value: Variant) -> bool:
if typeof(value) != TYPE_DICTIONARY:
return false
var state: Dictionary = value
return (
typeof(state.get("format_version")) == TYPE_INT
and int(state["format_version"]) == FORMAT_VERSION
and valid_state_id(state.get("locomotion_id"), false)
and typeof(state.get("grounded")) == TYPE_BOOL
and validate_action_state(state.get("action"))
)
static func validate_action_state(value: Variant) -> bool:
if typeof(value) != TYPE_DICTIONARY:
return false
var action: Dictionary = value
if (
not valid_state_id(action.get("id"), true)
or typeof(action.get("sequence")) != TYPE_INT
or typeof(action.get("elapsed")) not in [TYPE_FLOAT, TYPE_INT]
):
return false
var sequence: int = int(action["sequence"])
var elapsed: float = float(action["elapsed"])
return (
sequence >= 0
and sequence <= MAX_ACTION_SEQUENCE
and is_finite(elapsed)
and elapsed >= 0.0
and elapsed <= MAX_ACTION_ELAPSED_SECONDS
)
static func valid_state_id(value: Variant, allow_empty: bool) -> bool:
if typeof(value) not in [TYPE_STRING, TYPE_STRING_NAME]:
return false
var state_id: String = str(value)
if state_id.is_empty():
return allow_empty
if state_id.length() > MAX_STATE_ID_LENGTH:
return false
for index: int in state_id.length():
var codepoint: int = state_id.unicode_at(index)
var valid_character: bool = (
codepoint >= 97 and codepoint <= 122
or codepoint >= 48 and codepoint <= 57
or codepoint == 95
)
if not valid_character:
return false
return true

View file

@ -0,0 +1 @@
uid://cmaaep4n3p2tq

View file

@ -1,7 +1,7 @@
class_name NetworkProtocol
extends RefCounted
const PROTOCOL_VERSION: int = 3
const PROTOCOL_VERSION: int = 4
const GAME_BUILD: String = "prealpha"
const MAX_GAME_VERSION_LENGTH: int = 64
const MAX_DISPLAY_NAME_LENGTH: int = 24

View file

@ -9,6 +9,7 @@ const CONNECTION_TIMEOUT_SECONDS: float = 10.0
const AUTHENTICATION_TIMEOUT_SECONDS: float = 60.0
const INPUT_INTERVAL: float = 1.0 / 30.0
const SNAPSHOT_INTERVAL: float = 1.0 / 30.0
const MAX_MOVEMENT_INPUT_SEQUENCE: int = 2147483647
signal state_changed(state: State)
signal status_message_changed(message: String)
@ -33,7 +34,7 @@ signal server_trust_required(
)
signal peer_identity_observed(peer_id: int, status: String)
signal operator_status_changed(peer_id: int, is_operator: bool)
signal server_lost
signal server_lost(message: String)
signal remote_recovery_requested(peer_id: int, entry_position: Vector3)
signal remote_recovery_presentation_changed(
peer_id: int,
@ -874,7 +875,7 @@ func _on_server_disconnected() -> void:
)
_moderation_disconnect_message = ""
_set_state(State.SERVER_LOST, message)
server_lost.emit()
server_lost.emit(message)
connection_error.emit(message)
@ -1107,7 +1108,6 @@ func submit_client_identity_proof(data: Dictionary) -> void:
@rpc("authority", "call_remote", "reliable", 0)
func receive_moderation_disconnect(message: String) -> void:
_moderation_disconnect_message = message.left(120)
connection_error.emit(_moderation_disconnect_message)
@rpc("authority", "call_remote", "reliable", 0)
@ -1741,9 +1741,10 @@ func _is_valid_movement_input(data: Dictionary) -> bool:
or typeof(data.get("sprint")) != TYPE_BOOL
or typeof(data.get("sneak")) != TYPE_BOOL
or typeof(data.get("slow_walk")) != TYPE_BOOL
or (
data.has("sitting")
and typeof(data.get("sitting")) != TYPE_BOOL
or typeof(data.get("sitting")) != TYPE_BOOL
or typeof(data.get("casting")) != TYPE_BOOL
or not NetworkPlayerAnimationProtocol.validate_action_state(
data.get("animation_action")
)
or typeof(data.get("camera_yaw")) not in [TYPE_FLOAT, TYPE_INT]
):
@ -1751,11 +1752,18 @@ func _is_valid_movement_input(data: Dictionary) -> bool:
var axis: Array = data["axis"]
if axis.size() != 2:
return false
if (
typeof(axis[0]) not in [TYPE_FLOAT, TYPE_INT]
or typeof(axis[1]) not in [TYPE_FLOAT, TYPE_INT]
):
return false
var x: float = float(axis[0])
var y: float = float(axis[1])
var camera_yaw: float = float(data["camera_yaw"])
return (
is_finite(x)
int(data["sequence"]) > 0
and int(data["sequence"]) <= MAX_MOVEMENT_INPUT_SEQUENCE
and is_finite(x)
and is_finite(y)
and is_finite(camera_yaw)
and absf(x) <= 1.01

View file

@ -68,6 +68,10 @@ const CHARACTER_FISHING_ANIMATION: StringName = &"fishing"
const CHARACTER_FISHING_SIT_ANIMATION: StringName = &"fishing_sit"
const CHARACTER_FIGHTING_ANIMATION: StringName = &"fighting"
const CHARACTER_FIGHTING_SIT_ANIMATION: StringName = &"fighting_sit"
# Add future networked emote animation IDs here. The protocol accepts unknown
# safe IDs so newer clients can extend it, but Player only presents actions
# explicitly approved by this catalog.
const NETWORK_ANIMATION_ACTION_IDS: Array[StringName] = []
enum FishingVisualPhase {
NONE,
@ -84,6 +88,12 @@ enum PocketVisualTarget {
ART_KIT,
CATCH_SHOWCASE,
}
enum LocomotionState {
IDLE,
WALKING,
RUNNING,
}
const FIGHTING_EYES_ID: String = "alligator_eyes"
const BLINK_EYES_ID: String = "closed"
const BLINK_INTERVAL_SECONDS := Vector2(2.8, 7.5)
@ -393,8 +403,18 @@ var _last_network_input_sequence: int = 0
var _network_target_position: Vector3
var _network_target_velocity: Vector3
var _network_target_visual_yaw: float = 0.0
var _network_target_grounded: bool = false
var _network_target_locomotion_state: LocomotionState = LocomotionState.IDLE
var _network_target_animation_action_id: StringName = &""
var _network_target_animation_action_sequence: int = 0
var _network_target_animation_action_elapsed: float = 0.0
var _network_snapshot_ready: bool = false
var _network_snapshot_age: float = 0.0
var _animation_action_id: StringName = &""
var _animation_action_sequence: int = 0
var _animation_action_elapsed: float = 0.0
var _presented_animation_action_id: StringName = &""
var _presented_animation_action_sequence: int = -1
var _character_animation_name: StringName = &""
var _sitting: bool = false
var _sit_after_landing: bool = false
@ -475,6 +495,72 @@ func set_controller_mapping_manager(
_controller_mapping_manager = mapping_manager
func begin_animation_action(
action_id: StringName,
elapsed_seconds: float = 0.0,
) -> bool:
if (
action_id.is_empty()
or not supports_network_animation_action(action_id)
or _character_animation_player == null
or not _character_animation_player.has_animation(action_id)
):
return false
var next_sequence: int = (
1
if _animation_action_sequence
>= NetworkPlayerAnimationProtocol.MAX_ACTION_SEQUENCE
else _animation_action_sequence + 1
)
var action_state: Dictionary = (
NetworkPlayerAnimationProtocol.make_action_state(
action_id, next_sequence, elapsed_seconds
)
)
if not NetworkPlayerAnimationProtocol.validate_action_state(action_state):
return false
_apply_animation_action_state(action_state)
return true
func end_animation_action() -> void:
if _animation_action_id.is_empty():
return
var next_sequence: int = (
1
if _animation_action_sequence
>= NetworkPlayerAnimationProtocol.MAX_ACTION_SEQUENCE
else _animation_action_sequence + 1
)
_apply_animation_action_state(
NetworkPlayerAnimationProtocol.make_action_state(
&"", next_sequence, 0.0
)
)
func _apply_animation_action_state(action_state: Dictionary) -> void:
if not NetworkPlayerAnimationProtocol.validate_action_state(action_state):
return
var action_id := StringName(str(action_state["id"]))
if (
not action_id.is_empty()
and not supports_network_animation_action(action_id)
):
action_id = &""
var action_sequence: int = int(action_state["sequence"])
var action_changed: bool = (
action_id != _animation_action_id
or action_sequence != _animation_action_sequence
)
_animation_action_id = action_id
_animation_action_sequence = action_sequence
_animation_action_elapsed = float(action_state["elapsed"])
if action_changed:
_character_animation_name = &""
_update_character_animation()
func _initialize_fishing_rod() -> void:
var skeleton := get_node_or_null(
"Visuals/CharacterRig/CharacterRig/Skeleton3D"
@ -613,6 +699,11 @@ func _physics_process(delta: float) -> void:
func _process(delta: float) -> void:
if not _animation_action_id.is_empty():
_animation_action_elapsed = minf(
_animation_action_elapsed + delta,
NetworkPlayerAnimationProtocol.MAX_ACTION_ELAPSED_SECONDS,
)
_update_blink(delta)
_update_character_animation()
_update_sprint_dust(delta)
@ -705,7 +796,7 @@ func _update_sprint_dust(delta: float) -> void:
if _sprint_dust == null:
return
var horizontal_velocity := Vector3(velocity.x, 0.0, velocity.z)
var grounded: bool = is_on_floor()
var grounded: bool = _get_presented_grounded()
if _water_recovery_active:
_sprint_dust_airborne = false
_sprint_dust_fall_speed = 0.0
@ -730,18 +821,11 @@ func _update_sprint_dust(delta: float) -> void:
)
_sprint_dust_airborne = false
_sprint_dust_fall_speed = 0.0
var horizontal_speed_squared: float = horizontal_velocity.length_squared()
var fastest_non_sprint_speed := maxf(
walk_speed,
maxf(sneak_speed, slow_walk_speed)
)
var running_threshold := fastest_non_sprint_speed + 0.5
var should_emit: bool = (
grounded
and not _sitting
and not _water_recovery_active
and horizontal_speed_squared
> running_threshold * running_threshold
and _get_presented_locomotion_state() == LocomotionState.RUNNING
)
_sprint_dust.update_trail(
delta,
@ -778,18 +862,17 @@ func _get_controller_zoom_strength() -> float:
func _update_character_animation() -> void:
if _character_animation_player == null:
return
var horizontal_speed_squared: float = (
velocity.x * velocity.x + velocity.z * velocity.z
var locomotion_state: LocomotionState = (
_get_presented_locomotion_state()
)
var is_walking: bool = horizontal_speed_squared > 0.0025
var fastest_non_sprint_speed := maxf(
walk_speed,
maxf(sneak_speed, slow_walk_speed)
)
var running_threshold := fastest_non_sprint_speed + 0.5
var is_running := (
is_walking
and horizontal_speed_squared > running_threshold * running_threshold
var is_walking: bool = locomotion_state != LocomotionState.IDLE
var is_running: bool = locomotion_state == LocomotionState.RUNNING
var animation_action: Dictionary = _get_presented_animation_action()
var animation_action_id := StringName(str(animation_action.get("id", "")))
var animation_action_available: bool = (
not animation_action_id.is_empty()
and supports_network_animation_action(animation_action_id)
and _character_animation_player.has_animation(animation_action_id)
)
var held_show_item_visible: bool = (
_held_fish_visible or _held_art_kit_visible
@ -878,6 +961,8 @@ func _update_character_animation() -> void:
CHARACTER_FISHING_ANIMATION,
CHARACTER_IDLE_ANIMATION,
]
elif animation_action_available:
requested_animation = [animation_action_id]
elif _sitting:
if held_show_item_visible:
requested_animation = [
@ -934,13 +1019,45 @@ func _update_character_animation() -> void:
break
if next_animation.is_empty():
return
if _character_animation_name == next_animation:
var action_selected: bool = (
animation_action_available and next_animation == animation_action_id
)
var action_sequence: int = int(animation_action.get("sequence", 0))
var action_changed: bool = (
action_selected
and (
animation_action_id != _presented_animation_action_id
or action_sequence != _presented_animation_action_sequence
)
)
if not action_selected:
_presented_animation_action_id = &""
_presented_animation_action_sequence = -1
if _character_animation_name == next_animation and not action_changed:
return
_character_animation_player.play(next_animation)
_character_animation_name = next_animation
if action_selected:
_presented_animation_action_id = animation_action_id
_presented_animation_action_sequence = action_sequence
var elapsed: float = float(animation_action.get("elapsed", 0.0))
var animation: Animation = _character_animation_player.get_animation(
next_animation
)
if elapsed > 0.0 and animation != null and animation.length > 0.0:
_character_animation_player.seek(
fposmod(elapsed, animation.length), true
)
func _on_character_animation_finished(animation_name: StringName) -> void:
if (
local_control_enabled
and not _animation_action_id.is_empty()
and animation_name == _animation_action_id
):
end_animation_action()
return
if animation_name in [
CHARACTER_POCKET_IDLE_IDLE_ANIMATION,
CHARACTER_POCKET_IDLE_SHOW_ANIMATION,
@ -1278,6 +1395,11 @@ func configure_network_remote(authoritative_simulation: bool) -> void:
_network_interpolation_enabled = not authoritative_simulation
_network_snapshot_ready = false
_network_snapshot_age = 0.0
_network_target_grounded = false
_network_target_locomotion_state = LocomotionState.IDLE
_network_target_animation_action_id = &""
_network_target_animation_action_sequence = 0
_network_target_animation_action_elapsed = 0.0
_camera.current = false
@ -1301,6 +1423,7 @@ func capture_network_input(sequence: int) -> Dictionary:
"casting": (
_fishing_visual_phase == FishingVisualPhase.CASTING
),
"animation_action": _make_animation_action_state(),
}
var axis: Vector2 = Input.get_vector(
"move_left",
@ -1318,6 +1441,7 @@ func capture_network_input(sequence: int) -> Dictionary:
"slow_walk": Input.is_action_pressed("slow_walk"),
"sitting": _sitting,
"casting": _fishing_visual_phase == FishingVisualPhase.CASTING,
"animation_action": _make_animation_action_state(),
}
@ -1335,6 +1459,7 @@ func apply_authoritative_network_input(data: Dictionary) -> void:
_network_sprint = bool(data.get("sprint", false))
_network_sneak = bool(data.get("sneak", false))
_network_slow_walk = bool(data.get("slow_walk", false))
_apply_animation_action_state(data.get("animation_action", {}))
_apply_network_casting(bool(data.get("casting", false)))
var sitting_requested: bool = bool(data.get("sitting", false))
if sitting_requested and not is_on_floor():
@ -1352,7 +1477,13 @@ func make_network_snapshot(peer_id: int) -> Dictionary:
"position": [global_position.x, global_position.y, global_position.z],
"velocity": [velocity.x, velocity.y, velocity.z],
"visual_yaw": _visuals.rotation.y,
"grounded": is_on_floor(),
"animation_state": NetworkPlayerAnimationProtocol.make_state(
_get_authoritative_locomotion_id(),
is_on_floor(),
_animation_action_id,
_animation_action_sequence,
_animation_action_elapsed,
),
"sitting": _sitting,
"casting": _fishing_visual_phase == FishingVisualPhase.CASTING,
}
@ -1365,6 +1496,7 @@ func push_network_snapshot(snapshot: Dictionary) -> void:
_network_target_position = parsed["position"]
_network_target_velocity = parsed["velocity"]
_network_target_visual_yaw = parsed["visual_yaw"]
_apply_network_target_animation_state(parsed["animation_state"])
_network_snapshot_age = 0.0
_apply_network_casting(bool(parsed["casting"]))
_set_sitting(bool(parsed["sitting"]))
@ -1412,6 +1544,7 @@ func apply_network_teleport(snapshot: Dictionary) -> void:
_network_target_position = global_position
_network_target_velocity = velocity
_network_target_visual_yaw = _visuals.rotation.y
_apply_network_target_animation_state(parsed["animation_state"])
_network_snapshot_age = 0.0
_network_snapshot_ready = true
@ -1437,6 +1570,12 @@ func _parse_network_snapshot(snapshot: Dictionary) -> Dictionary:
float(network_velocity[2])
)
var visual_yaw: float = float(snapshot.get("visual_yaw", 0.0))
var animation_state_value: Variant = snapshot.get("animation_state")
if not NetworkPlayerAnimationProtocol.validate_state(animation_state_value):
return {}
var animation_state: Dictionary = (
animation_state_value as Dictionary
).duplicate(true)
if (
snapshot.has("acknowledged_input")
and (
@ -1464,12 +1603,119 @@ func _parse_network_snapshot(snapshot: Dictionary) -> Dictionary:
"position": parsed_position,
"velocity": parsed_velocity,
"visual_yaw": visual_yaw,
"animation_state": animation_state,
"acknowledged_input": acknowledged_input,
"sitting": sitting,
"casting": casting,
}
func _make_animation_action_state() -> Dictionary:
return NetworkPlayerAnimationProtocol.make_action_state(
_animation_action_id,
_animation_action_sequence,
_animation_action_elapsed,
)
func _apply_network_target_animation_state(state: Dictionary) -> void:
if not NetworkPlayerAnimationProtocol.validate_state(state):
return
_network_target_grounded = bool(state["grounded"])
_network_target_locomotion_state = _locomotion_state_from_id(
StringName(str(state["locomotion_id"]))
)
var action: Dictionary = state["action"]
_network_target_animation_action_id = StringName(str(action["id"]))
_network_target_animation_action_sequence = int(action["sequence"])
_network_target_animation_action_elapsed = float(action["elapsed"])
func _get_authoritative_locomotion_state() -> LocomotionState:
if (
_network_authoritative_simulation
and _is_movement_input_enabled()
and not _water_recovery_active
and not _sitting
and _network_axis.length_squared() > 0.0025
):
return (
LocomotionState.RUNNING
if _network_sprint
else LocomotionState.WALKING
)
return _locomotion_state_from_velocity()
func _get_authoritative_locomotion_id() -> StringName:
return _locomotion_id_from_state(_get_authoritative_locomotion_state())
func _get_presented_locomotion_state() -> LocomotionState:
if _network_interpolation_enabled and _network_snapshot_ready:
return _network_target_locomotion_state
return _locomotion_state_from_velocity()
func _get_presented_animation_action() -> Dictionary:
if _network_interpolation_enabled and _network_snapshot_ready:
return NetworkPlayerAnimationProtocol.make_action_state(
_network_target_animation_action_id,
_network_target_animation_action_sequence,
minf(
_network_target_animation_action_elapsed + _network_snapshot_age,
NetworkPlayerAnimationProtocol.MAX_ACTION_ELAPSED_SECONDS,
),
)
return _make_animation_action_state()
func _locomotion_id_from_state(state: LocomotionState) -> StringName:
match state:
LocomotionState.WALKING:
return NetworkPlayerAnimationProtocol.LOCOMOTION_WALKING
LocomotionState.RUNNING:
return NetworkPlayerAnimationProtocol.LOCOMOTION_RUNNING
_:
return NetworkPlayerAnimationProtocol.LOCOMOTION_IDLE
func _locomotion_state_from_id(state_id: StringName) -> LocomotionState:
match state_id:
NetworkPlayerAnimationProtocol.LOCOMOTION_WALKING:
return LocomotionState.WALKING
NetworkPlayerAnimationProtocol.LOCOMOTION_RUNNING:
return LocomotionState.RUNNING
_:
return LocomotionState.IDLE
static func supports_network_animation_action(action_id: StringName) -> bool:
return action_id in NETWORK_ANIMATION_ACTION_IDS
func _locomotion_state_from_velocity() -> LocomotionState:
var horizontal_speed_squared: float = (
velocity.x * velocity.x + velocity.z * velocity.z
)
if horizontal_speed_squared <= 0.0025:
return LocomotionState.IDLE
var fastest_non_sprint_speed := maxf(
walk_speed,
maxf(sneak_speed, slow_walk_speed)
)
var running_threshold := fastest_non_sprint_speed + 0.5
if horizontal_speed_squared > running_threshold * running_threshold:
return LocomotionState.RUNNING
return LocomotionState.WALKING
func _get_presented_grounded() -> bool:
if _network_interpolation_enabled and _network_snapshot_ready:
return _network_target_grounded
return is_on_floor()
func _apply_network_casting(casting: bool) -> void:
if casting:
if _fishing_visual_phase == FishingVisualPhase.NONE:

View file

@ -11,7 +11,7 @@ config_version=5
[application]
config/name="NETFISHING"
config/version="0.6.8-alpha"
config/version="0.7.1-alpha"
run/main_scene="res://main/main.tscn"
config/features=PackedStringArray("4.7", "GL Compatibility")
config/icon="res://art/exported/system_icons/netfishing_256.png"

View file

@ -4,14 +4,14 @@ set -euo pipefail
readonly SCRIPT_DIR="$(cd -- "$(dirname -- "${BASH_SOURCE[0]}")" && pwd)"
readonly PROJECT_ROOT="$(cd -- "${SCRIPT_DIR}/.." && pwd)"
readonly BUILD_ROOT="${PROJECT_ROOT}/builds/v0.6.8-alpha"
readonly BUILD_ROOT="${PROJECT_ROOT}/builds/v0.7.1-alpha"
readonly WINDOWS_DIR="${BUILD_ROOT}/windows-x86_64"
readonly LINUX_DIR="${BUILD_ROOT}/linux-x86_64"
readonly README_SOURCE="${PROJECT_ROOT}/docs/README-PLAYTEST.txt"
readonly SOURCE_COMMIT="$(git -C "${PROJECT_ROOT}" rev-parse HEAD)"
readonly SOURCE_URL="https://forge.makearmy.io/woofmeow/netfishing"
readonly WINDOWS_ZIP="${BUILD_ROOT}/NETfishing-v0.6.8-alpha-windows-x86_64.zip"
readonly LINUX_ZIP="${BUILD_ROOT}/NETfishing-v0.6.8-alpha-linux-x86_64.zip"
readonly WINDOWS_ZIP="${BUILD_ROOT}/NETfishing-v0.7.1-alpha-windows-x86_64.zip"
readonly LINUX_ZIP="${BUILD_ROOT}/NETfishing-v0.7.1-alpha-linux-x86_64.zip"
readonly GODOT_BIN="${GODOT_BIN:-godot}"
if [[ ! -f "${PROJECT_ROOT}/project.godot" ]]; then

View file

@ -17,6 +17,7 @@ readonly -a QUICK_TESTS=(
"tests/fishing_surface_validation.gd"
"tests/fur_pattern_validation.gd"
"tests/logbook_validation.gd"
"tests/network_player_animation_protocol_validation.gd"
"tests/player_experience_validation.gd"
"tests/shoreline_ambience_validation.gd"
"tests/surface_drawing_validation.gd"
@ -49,6 +50,7 @@ readonly -a NETWORK_TESTS=(
"tests/fish_showcase_multiplayer_validation.gd"
"tests/fishing_multiplayer_validation.gd"
"tests/job_multiplayer_validation.gd"
"tests/movement_multiplayer_validation.gd"
"tests/operator_multiplayer_validation.gd"
"tests/surface_drawing_multiplayer_validation.gd"
"tests/world_time_multiplayer_validation.gd"

View file

@ -181,7 +181,7 @@ func _run() -> void:
var invalid_state: Dictionary = valid_state.duplicate(true)
invalid_state["display_scale"] = 1000.0
assert(not NetworkFishShowcaseProtocol.validate_state(invalid_state))
assert(NetworkProtocol.PROTOCOL_VERSION == 3)
assert(NetworkProtocol.PROTOCOL_VERSION == 4)
assert(NetworkProtocol.ENET_CHANNEL_COUNT == 10)
assert(
NetworkProtocol.FISH_QUALITY_CAPABILITY

View file

@ -25,7 +25,7 @@ func _run() -> void:
_validate_mail_round_trip()
_validate_collection_mastery()
_validate_version_four_migration()
assert(NetworkProtocol.PROTOCOL_VERSION == 3)
assert(NetworkProtocol.PROTOCOL_VERSION == 4)
assert(NetworkProtocol.ENET_CHANNEL_COUNT == 10)
assert(NetworkProtocol.FISH_QUALITY_CAPABILITY == "fish_quality_v1")
print("Fish quality validation: PASS")

View file

@ -31,6 +31,9 @@ func _run() -> void:
"%NetworkFishingService"
) as NetworkFishingService
var fishing_spot := main.get_node("%FishingSpot") as FishingSpotType
var game_ui := main.get_node("UIPresentation/UIViewport/GameUI")
var fishing_status := game_ui.get_node("%StatusLabel") as Label
var fishing_panel := game_ui.get_node("%FishingPanel") as PanelContainer
var player := main.get("_player") as Player
assert(session.is_host())
assert(not session.is_open_host())
@ -71,6 +74,9 @@ func _run() -> void:
await process_frame
assert(fishing_spot.state == FishingSpotType.FishingState.WAITING_FOR_BITE)
assert(service.has_local_attempt())
assert(fishing_status.text.is_empty())
assert(not fishing_status.visible)
assert(not fishing_panel.visible)
var attempts: Dictionary = service.get("_attempts")
var attempt: NetworkFishingAttempt = attempts.get(session.get_local_peer_id())
assert(attempt != null)
@ -164,9 +170,12 @@ func _run() -> void:
<= FishQuality.BARRIER_HEALTH_MAXIMUMS[fish_catch.quality]
)
reference_controller.queue_free()
service.call("_cancel_attempt", session.get_local_peer_id(), "")
service.call("_on_attempt_escaped", session.get_local_peer_id())
await process_frame
assert(not service.has_local_attempt())
assert(fishing_status.text.is_empty())
assert(not fishing_status.visible)
assert(not fishing_panel.visible)
print("Fishing authority validation: PASS")
session.disconnect_session("")

View file

@ -147,12 +147,6 @@ func _run_host() -> void:
await process_frame
assert(remote_animation_player.current_animation == &"retract_sit")
var completion_deadline: int = Time.get_ticks_msec() + 12000
while (
Time.get_ticks_msec() < completion_deadline
and session.get_authenticated_peer_ids().size() == 2
):
await process_frame
print("Fishing multiplayer host validation: PASS")
session.disconnect_session("")
main.queue_free()
@ -337,6 +331,13 @@ func _run_client() -> void:
while Time.get_ticks_msec() < host_observation_deadline:
await process_frame
print("Fishing multiplayer client validation: PASS")
var host_completion_deadline: int = Time.get_ticks_msec() + 10000
while (
Time.get_ticks_msec() < host_completion_deadline
and session.is_joined_client()
):
await process_frame
if session.is_joined_client():
session.disconnect_session("")
main.queue_free()
for _frame: int in 4:

View file

@ -23,13 +23,12 @@ func _run() -> void:
func _run_host() -> void:
var main: Node = await _create_initialized_main()
var session := main.get_node("%NetworkSession") as NetworkSession
var save_manager := main.get("_save_manager") as PlayerSaveManager
var jobs := main.get_node("%PlayerJobService") as PlayerJobService
assert(session.start_private_host(TEST_PORT))
assert(save_manager.initialize_new_game())
main.call("_enter_gameplay")
assert(session.start_dedicated_host(TEST_PORT, 8, "127.0.0.1"))
jobs.begin_progression_session()
await process_frame
assert(session.set_host_open(true))
assert(session.is_dedicated_host())
var host_board: Dictionary = jobs.get_host_board_network_data()
assert(PlayerJobService.validate_board(host_board))
@ -87,6 +86,20 @@ func _run_client() -> void:
assert(not jobs.get_plan_id().is_empty())
assert(jobs.get_daily_jobs().size() == JobCatalog.DAILY_JOB_COUNT)
assert(jobs.get_forecast().size() == JobCatalog.WEATHER_SEGMENT_COUNT)
var preserved_plan_id: String = jobs.get_plan_id()
jobs.clear_remote_board()
assert(not jobs.has_active_board())
assert(jobs.get_plan_id() == preserved_plan_id)
var retry_deadline: int = Time.get_ticks_msec() + 5000
while (
Time.get_ticks_msec() < retry_deadline
and not jobs.has_active_board()
):
await process_frame
assert(jobs.has_active_board())
assert(jobs.get_plan_id() == preserved_plan_id)
assert(jobs.get_daily_jobs().size() == JobCatalog.DAILY_JOB_COUNT)
assert(jobs.get_forecast().size() == JobCatalog.WEATHER_SEGMENT_COUNT)
assert(weather.get_daily_plan_id().is_empty())
var game_ui := main.get_node("%GameUI") as GameUI
var player_menu := game_ui.get("_player_menu") as PlayerMenu

View file

@ -85,6 +85,7 @@ func _run() -> void:
(player_menu.get_node("%NavigationCluster") as Control).get_child_count()
== 7
)
await _validate_unavailable_fishnet_layout()
var wallet_before: int = player.wallet.get_balance()
var experience_before: int = player.experience.get_total_experience()
@ -162,6 +163,24 @@ func _run() -> void:
var pause_menu := game_ui.get_pause_menu()
var join_page := pause_menu.get_node("%JoinGamePage") as JoinGamePage
assert(join_page != null)
pause_menu.show()
join_page.set_status("Connection timed out.")
join_page.show()
join_page.call(
"_on_discovery_status_changed", "2 public rooms found", false
)
var join_status := join_page.get_node("%Status") as Label
assert(join_status.text == "Could not reach the server.")
join_page.hide()
join_page.call("_set_mode", JoinGamePage.Mode.DIRECT)
join_page.call("_set_mode", JoinGamePage.Mode.DISCOVER)
join_page.show()
join_page.call(
"_on_discovery_status_changed", "2 public rooms found", false
)
assert(join_status.text == "2 public rooms found")
join_page.close_page()
pause_menu.hide()
join_page.call("_refresh")
var session_summary := (
join_page.get_node("%SessionSummary") as Label
@ -187,14 +206,63 @@ func _run() -> void:
assert(int(save_data.get("save_version", -1)) == 7)
assert(PlayerJobService.validate_save_data(save_data.get("jobs", {})))
session.disconnect_session("Job system validation complete.")
_validate_pause_session_switch(main, session)
main.queue_free()
for _frame: int in 4:
await process_frame
await create_timer(0.1).timeout
print("Job system validation: PASS")
quit()
func _validate_pause_session_switch(
main: Node,
session: NetworkSession,
) -> void:
var discovery := main.get_node("%DiscoveryClient") as DiscoveryClient
discovery.set("_pending_join_endpoint", "127.0.0.1:18141")
discovery.set("_pending_join_room_id", "session-switch-room")
discovery.set("_pending_join_token", "session-switch-token")
discovery.call(
"_set_public_join_state",
DiscoveryClient.PublicJoinState.CONNECTING,
)
main.call("_on_pause_join_game_requested", "127.0.0.1:18141")
assert(session.state == NetworkSession.State.CONNECTING)
assert(discovery.get("_pending_join_token") == "session-switch-token")
var join_probe_timer := discovery.get("_join_probe_timer") as Timer
assert(join_probe_timer != null and not join_probe_timer.is_stopped())
session.cancel_connection()
assert(session.state == NetworkSession.State.INACTIVE)
assert(str(discovery.get("_pending_join_token")).is_empty())
func _validate_unavailable_fishnet_layout() -> void:
var unavailable_page := TheNetPage.new()
unavailable_page.size = Vector2(1280.0, 720.0)
root.add_child(unavailable_page)
for _frame: int in 3:
await process_frame
unavailable_page.call("_refresh_forecast", true)
await process_frame
var forecast_list := unavailable_page.get("_forecast_list") as HBoxContainer
assert(forecast_list != null)
assert(forecast_list.size.x >= 272.0)
assert(forecast_list.size.y <= 66.0)
assert(forecast_list.get_child_count() == 1)
var placeholder := forecast_list.get_child(0) as Label
assert(placeholder != null)
assert(placeholder.size.x >= 252.0)
assert(placeholder.size.y <= 66.0)
assert(placeholder.autowrap_mode == TextServer.AUTOWRAP_OFF)
var tabs := unavailable_page.get("_tabs") as HBoxContainer
assert(tabs != null)
assert(tabs.position.y + tabs.size.y < UtilityPageStyle.LAPTOP_RECT.end.y)
unavailable_page.queue_free()
for _frame: int in 2:
await process_frame
func _validate_weather_guarantees(board: Dictionary) -> void:
var jobs: Array = board.get("jobs", [])
var schedule: Array = board.get("weather_schedule", [])

View file

@ -0,0 +1,163 @@
extends SceneTree
const MainScene: PackedScene = preload("res://main/main.tscn")
const TEST_PORT: int = 18141
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var arguments: PackedStringArray = OS.get_cmdline_user_args()
if arguments.has("host"):
await _run_host()
return
if arguments.has("client"):
await _run_client()
return
push_error("Movement multiplayer validation needs host or client mode.")
quit(1)
func _run_host() -> void:
var main: Node = await _create_initialized_main()
var session := main.get_node("%NetworkSession") as NetworkSession
var save_manager := main.get("_save_manager") as PlayerSaveManager
assert(session.start_private_host(TEST_PORT))
assert(save_manager.initialize_new_game())
main.call("_enter_gameplay")
for _frame: int in 4:
await physics_frame
assert(session.set_host_open(true))
var remote_peer_id: int = await _wait_for_remote_peer(session)
assert(remote_peer_id > 1)
var player := main.get("_player") as Player
player.configure_network_remote(true)
player.apply_authoritative_network_input(_movement_input(1, true))
await create_timer(2.5).timeout
player.apply_authoritative_network_input(_movement_input(2, false))
await create_timer(2.5).timeout
player.apply_authoritative_network_input(_movement_input(3, false, false))
var disconnect_deadline: int = Time.get_ticks_msec() + 8000
while (
Time.get_ticks_msec() < disconnect_deadline
and session.is_authenticated_peer(remote_peer_id)
):
await process_frame
assert(not session.is_authenticated_peer(remote_peer_id))
print("Movement multiplayer host validation: PASS")
session.disconnect_session("")
main.queue_free()
for _frame: int in 4:
await process_frame
await create_timer(0.1).timeout
quit()
func _run_client() -> void:
var main: Node = await _create_initialized_main()
main.call(
"_on_title_join_game_requested",
"127.0.0.1:%d" % TEST_PORT,
)
var session := main.get_node("%NetworkSession") as NetworkSession
var join_deadline: int = Time.get_ticks_msec() + 20000
while Time.get_ticks_msec() < join_deadline:
await process_frame
if session.state == NetworkSession.State.VERIFYING_SERVER_IDENTITY:
main.call("_confirm_server_trust")
if session.is_joined_client() and bool(main.get("_gameplay_started")):
break
assert(session.is_joined_client())
var spawn_service := main.get_node(
"%PlayerSpawnService"
) as PlayerSpawnService
var host_avatar: Player = spawn_service.get_avatar(1)
assert(host_avatar != null)
var animation_player := host_avatar.get_node(
"Visuals/CharacterRig/AnimationPlayer"
) as AnimationPlayer
var sprint_dust := host_avatar.get_node("%SprintDust") as SprintDustTrail
var saw_running: bool = false
var saw_walking: bool = false
var saw_animation_advance: bool = false
var saw_dust: bool = false
var previous_animation: StringName = &""
var previous_animation_position: float = -1.0
var observation_deadline: int = Time.get_ticks_msec() + 7000
while Time.get_ticks_msec() < observation_deadline:
await process_frame
var current_animation: StringName = animation_player.current_animation
saw_running = saw_running or current_animation.begins_with("running")
saw_walking = saw_walking or current_animation.begins_with("walking")
var current_position: float = (
animation_player.current_animation_position
)
if (
current_animation == previous_animation
and previous_animation_position >= 0.0
and absf(current_position - previous_animation_position) > 0.001
):
saw_animation_advance = true
previous_animation = current_animation
previous_animation_position = current_position
saw_dust = saw_dust or sprint_dust.get_active_puff_count() > 0
if saw_running and saw_walking and saw_animation_advance and saw_dust:
break
assert(saw_running)
assert(saw_walking)
assert(saw_animation_advance)
assert(saw_dust)
print("Movement multiplayer client validation: PASS")
session.disconnect_session("")
main.queue_free()
for _frame: int in 4:
await process_frame
await create_timer(0.1).timeout
quit()
func _movement_input(
sequence: int,
sprinting: bool,
moving: bool = true,
) -> Dictionary:
return {
"sequence": sequence,
"axis": [0.0, -1.0] if moving else [0.0, 0.0],
"camera_yaw": 0.0,
"jump": false,
"sprint": sprinting,
"sneak": false,
"slow_walk": false,
"sitting": false,
"casting": false,
"animation_action": (
NetworkPlayerAnimationProtocol.make_action_state()
),
}
func _create_initialized_main() -> Node:
root.size = Vector2i(1280, 720)
var main: Node = MainScene.instantiate()
root.add_child(main)
for _frame: int in 4:
await process_frame
if not bool(main.get("_application_initialized")):
main.call("_activate_selected_data_path", "", true)
for _frame: int in 8:
await process_frame
assert(bool(main.get("_application_initialized")))
return main
func _wait_for_remote_peer(session: NetworkSession) -> int:
var deadline: int = Time.get_ticks_msec() + 20000
while Time.get_ticks_msec() < deadline:
await process_frame
for peer_id: int in session.get_authenticated_peer_ids():
if peer_id != session.get_local_peer_id():
return peer_id
return 0

View file

@ -0,0 +1 @@
uid://dlpu5lwb2pges

View file

@ -0,0 +1,49 @@
extends SceneTree
func _initialize() -> void:
var idle := NetworkPlayerAnimationProtocol.make_state(
NetworkPlayerAnimationProtocol.LOCOMOTION_IDLE,
true,
)
assert(NetworkPlayerAnimationProtocol.validate_state(idle))
var emote := NetworkPlayerAnimationProtocol.make_state(
NetworkPlayerAnimationProtocol.LOCOMOTION_RUNNING,
false,
&"wave_hello",
17,
1.25,
)
assert(NetworkPlayerAnimationProtocol.validate_state(emote))
var future_locomotion := NetworkPlayerAnimationProtocol.make_state(
&"swimming_fast",
false,
)
assert(NetworkPlayerAnimationProtocol.validate_state(future_locomotion))
var extra_future_field: Dictionary = emote.duplicate(true)
extra_future_field["future_layer"] = {"id": "umbrella"}
assert(NetworkPlayerAnimationProtocol.validate_state(extra_future_field))
var invalid_action: Dictionary = emote.duplicate(true)
invalid_action["action"] = {
"id": "../unsafe",
"sequence": 17,
"elapsed": 1.25,
}
assert(not NetworkPlayerAnimationProtocol.validate_state(invalid_action))
var invalid_sequence: Dictionary = emote.duplicate(true)
invalid_sequence["action"] = {
"id": "wave_hello",
"sequence": -1,
"elapsed": 1.25,
}
assert(not NetworkPlayerAnimationProtocol.validate_state(invalid_sequence))
var invalid_elapsed: Dictionary = emote.duplicate(true)
invalid_elapsed["action"] = {
"id": "wave_hello",
"sequence": 17,
"elapsed": INF,
}
assert(not NetworkPlayerAnimationProtocol.validate_state(invalid_elapsed))
print("Network player animation protocol validation: PASS")
quit()

View file

@ -0,0 +1 @@
uid://cjgelp62dkykn

View file

@ -88,6 +88,11 @@ func _run_host() -> void:
entry.revision,
))
assert(not session.is_peer_operator(remote_peer_id))
await create_timer(2.0).timeout
assert(session.kick_authenticated_peer(
remote_peer_id,
remote_record.identity_fingerprint,
))
var disconnect_deadline: int = Time.get_ticks_msec() + 8000
while (
@ -173,9 +178,25 @@ func _run_client() -> void:
assert(not (tabs.get_child(2) as Button).visible)
assert(int(players_page.get("_current_tab")) == 0)
service.request_unban.rpc_id(1, SECOND_BANNED_FINGERPRINT)
await create_timer(1.0).timeout
var disconnect_deadline: int = Time.get_ticks_msec() + 10000
while (
Time.get_ticks_msec() < disconnect_deadline
and session.state != NetworkSession.State.SERVER_LOST
):
await process_frame
assert(session.state == NetworkSession.State.SERVER_LOST)
assert(not bool(main.get("_gameplay_started")))
var game_ui := main.get_node("%GameUI") as GameUI
var title_screen := game_ui.get_title_screen()
assert(title_screen.visible)
assert(not title_screen.is_awaiting_start_input())
assert((title_screen.get_node("%Center") as Control).visible)
assert((title_screen.get_node("%ButtonCenter") as Control).visible)
assert(not (title_screen.get_node("%JoinGamePage") as Control).visible)
var feedback := title_screen.get_node("%FeedbackLabel") as RichTextLabel
assert(feedback.visible)
assert("removed by the host" in feedback.text.to_lower())
print("Operator multiplayer client validation: PASS")
session.disconnect_session("")
main.queue_free()
for _frame: int in 4:
await process_frame

View file

@ -3,7 +3,7 @@ extends SceneTree
const MainScene = preload("res://main/main.tscn")
const TEST_PORT: int = 17983
const INITIAL_HOST_TIME: float = 19.75
const UPDATED_HOST_TIME: float = 20.75
const UPDATED_HOST_TIME: float = WorldTimeService.DUSK_END_HOUR
const TIME_TOLERANCE_HOURS: float = 0.05
@ -61,14 +61,31 @@ func _run_host() -> void:
assert(session.peer_supports_capability(
remote_peer_id, NetworkProtocol.WORLD_WEATHER_CAPABILITY
))
var remote_record: PeerRegistry.PeerRecord = session.get_peer_record(
remote_peer_id
)
assert(remote_record != null and remote_record.identity_authenticated)
assert(session.set_peer_operator(
remote_peer_id,
remote_record.identity_fingerprint,
true,
))
assert(world_time.get_phase() == WorldTimeService.Phase.DUSK)
await create_timer(1.0).timeout
world_time.synchronize_time(UPDATED_HOST_TIME)
var command_deadline: int = Time.get_ticks_msec() + 10000
while (
Time.get_ticks_msec() < command_deadline
and _wrapped_time_difference(
world_time.get_time_hours(), UPDATED_HOST_TIME
) > TIME_TOLERANCE_HOURS
):
await process_frame
assert(is_equal_approx(
world_time.get_persistent_time_hours(), UPDATED_HOST_TIME
))
assert(chat_ui.call("_handle_chat_command", "/weather foggy"))
var fog_deadline: int = Time.get_ticks_msec() + 10000
while Time.get_ticks_msec() < fog_deadline and not world_weather.is_foggy():
await process_frame
assert(
world_weather.get_persistent_weather()
== WorldWeatherService.Weather.FOGGY
@ -153,6 +170,11 @@ func _run_client() -> void:
assert(is_equal_approx(clock_panel.position.y, 10.0))
assert(is_equal_approx(weather_icon.position.y, 10.0))
assert(clock_panel.position.y + clock_panel.size.y < chat_panel.position.y)
var operator_deadline: int = Time.get_ticks_msec() + 10000
while Time.get_ticks_msec() < operator_deadline and not session.is_local_operator():
await process_frame
assert(session.is_local_operator())
assert(chat_ui.call("_handle_chat_command", "/time night"))
var update_deadline: int = Time.get_ticks_msec() + 10000
while (
@ -168,6 +190,8 @@ func _run_client() -> void:
assert(world_time.get_phase() == WorldTimeService.Phase.NIGHT)
assert(is_equal_approx(world_time.get_persistent_time_hours(), 15.25))
assert(clock_label.text == world_time.get_clock_text())
await create_timer(0.6).timeout
assert(chat_ui.call("_handle_chat_command", "/weather foggy"))
var fog_deadline: int = Time.get_ticks_msec() + 8000
while (
Time.get_ticks_msec() < fog_deadline

View file

@ -456,8 +456,14 @@ func _validate_weather_presentation() -> void:
assert(rain.emitting)
assert(rain.amount_ratio > 0.99)
assert(rain.amount == WorldTimeVisualControllerType.RAIN_PARTICLE_AMOUNT)
assert(rain.visibility_aabb == (
WorldTimeVisualControllerType.RAIN_VISIBILITY_AABB
))
var rain_material := rain.process_material as ParticleProcessMaterial
assert(rain_material != null)
assert(rain_material.emission_box_extents.is_equal_approx(
WorldTimeVisualControllerType.RAIN_EMISSION_EXTENTS
))
assert(is_equal_approx(
rain_material.initial_velocity_min,
WorldTimeVisualControllerType.RAIN_VELOCITY_MIN,

View file

@ -181,6 +181,7 @@ func setup(
_service.local_message_confirmed.connect(_on_local_message_confirmed)
_service.history_replaced.connect(_on_history)
_service.send_rejected.connect(_on_rejected)
_service.world_command_finished.connect(_on_world_command_finished)
_session.peer_removed.connect(_on_peer_removed)
_entry.text = _settings.current_settings.chat_draft
_entry.caret_column = _entry.text.length()
@ -789,34 +790,16 @@ func _handle_time_command(parts: PackedStringArray) -> void:
if parts.size() != 2:
_set_status("Usage: /time [dawn, day, dusk, night]")
return
if _session == null or not _session.is_host():
_set_status("Only the host can change world time.")
return
if _world_time == null:
if _service == null or _world_time == null:
_set_status("World time is unavailable.")
return
var phase_name := String(parts[1]).to_lower()
var target_hour: float
match phase_name:
"dawn":
target_hour = WorldTimeServiceType.DAWN_START_HOUR
"day":
target_hour = WorldTimeServiceType.DAWN_END_HOUR
"dusk":
target_hour = WorldTimeServiceType.DUSK_START_HOUR
"night":
target_hour = WorldTimeServiceType.DUSK_END_HOUR
_:
if phase_name not in ["dawn", "day", "dusk", "night"]:
_set_status("Usage: /time [dawn, day, dusk, night]")
return
if not _world_time.set_authoritative_time(target_hour):
_set_status("World time could not be changed.")
if not _service.request_world_time_change(phase_name):
_set_status("Only the host or an operator can change world time.")
return
_set_status("")
_service.broadcast_system_message(
"World time set to %s (%s)."
% [phase_name, _world_time.get_clock_text()]
)
close_chat()
@ -824,37 +807,31 @@ func _handle_weather_command(parts: PackedStringArray) -> void:
if parts.size() != 2:
_set_status("Usage: /weather [clear, cloudy, rainy, foggy]")
return
if _session == null or not _session.is_host():
_set_status("Only the host can change world weather.")
return
if _world_weather == null:
if _service == null or _world_weather == null:
_set_status("World weather is unavailable.")
return
var weather_name := String(parts[1]).to_lower()
var target_weather: WorldWeatherServiceType.Weather
match weather_name:
"clear", "sunny":
target_weather = WorldWeatherServiceType.Weather.SUNNY
weather_name = "clear"
"cloudy":
target_weather = WorldWeatherServiceType.Weather.CLOUDY
"rainy":
target_weather = WorldWeatherServiceType.Weather.RAINY
"foggy":
target_weather = WorldWeatherServiceType.Weather.FOGGY
"cloudy", "rainy", "foggy":
pass
_:
_set_status("Usage: /weather [clear, cloudy, rainy, foggy]")
return
if not _world_weather.set_authoritative_weather(target_weather):
_set_status("World weather could not be changed.")
if not _service.request_world_weather_change(weather_name):
_set_status("Only the host or an operator can change world weather.")
return
_set_status("")
_service.broadcast_system_message(
"World weather set to %s." % weather_name
)
close_chat()
func _on_world_command_finished(success: bool, message: String) -> void:
if success:
_set_status("")
elif not message.is_empty():
_set_status(message)
func _on_local_message_confirmed(message: Dictionary) -> void:
if (
not _send_pending

View file

@ -62,6 +62,7 @@ var _discovery_refresh_timer: Timer
var _editing_entry_id: String = ""
var _name_entry_active: bool = false
var _delete_armed: bool = false
var _connection_error_latched: bool = false
func _ready() -> void:
@ -181,7 +182,7 @@ func open_page(preserved_endpoint: String = "") -> void:
_address.text = "127.0.0.1:7777"
show()
UtilityPageStyle.animate_in(self)
_set_mode(_mode)
_set_mode(_mode, false)
if _mode == Mode.DIRECT:
_address.grab_focus()
_address.select_all()
@ -201,10 +202,13 @@ func get_endpoint_text() -> String:
func set_status(message: String) -> void:
_connection_error_latched = true
_set_status(_friendly_connection_message(message), true)
func _set_mode(mode: Mode) -> void:
func _set_mode(mode: Mode, clear_connection_error: bool = true) -> void:
if clear_connection_error:
_connection_error_latched = false
_mode = mode
_selected_entry = null
_selected_discovery_index = -1
@ -225,6 +229,7 @@ func _set_mode(mode: Mode) -> void:
func _request_join() -> void:
_connection_error_latched = false
if _network_session.state in [
NetworkSession.State.CONNECTION_FAILED,
NetworkSession.State.SERVER_LOST,
@ -267,6 +272,10 @@ func _on_public_join_prepared(endpoint_text: String) -> void:
func _on_public_join_status_changed(message: String, is_error: bool) -> void:
if _mode == Mode.DISCOVER and is_visible_in_tree():
if is_error:
_connection_error_latched = true
elif _connection_error_latched:
return
_set_status(message, is_error)
_refresh()
@ -708,7 +717,11 @@ func _on_discovery_rooms_updated(rooms: Array[Dictionary]) -> void:
func _on_discovery_status_changed(message: String, is_error: bool) -> void:
if _mode == Mode.DISCOVER and is_visible_in_tree():
if (
_mode == Mode.DISCOVER
and is_visible_in_tree()
and not _connection_error_latched
):
_set_status(message, is_error)
@ -740,6 +753,7 @@ func _friendly_connection_message(message: String) -> String:
return "Connection cancelled."
if (
"timeout" in normalized
or "timed out" in normalized
or "unavailable" in normalized
or "refused" in normalized
or "reach" in normalized
@ -769,6 +783,7 @@ func _clear_edit_state() -> void:
func _on_cancel_pressed() -> void:
_connection_error_latched = false
if _network_session != null:
_network_session.cancel_connection()
_refresh()
@ -795,11 +810,14 @@ func _on_state_changed(_state: NetworkSession.State) -> void:
func _on_status_message_changed(message: String) -> void:
if _connection_error_latched:
return
_set_status(_friendly_connection_message(message))
_refresh()
func _on_connection_error(message: String) -> void:
_connection_error_latched = true
_set_status(_friendly_connection_message(message), true)
_refresh()

View file

@ -158,6 +158,8 @@ func _build_laptop() -> void:
)
forecast_stack.add_child(forecast_heading)
_forecast_list = HBoxContainer.new()
_forecast_list.custom_minimum_size = Vector2(272.0, 66.0)
_forecast_list.size_flags_horizontal = Control.SIZE_EXPAND_FILL
_forecast_list.alignment = BoxContainer.ALIGNMENT_CENTER
_forecast_list.add_theme_constant_override("separation", 6)
forecast_stack.add_child(_forecast_list)
@ -501,7 +503,10 @@ func _daily_refresh_text() -> String:
func _add_forecast_empty(message: String) -> void:
var label := Label.new()
label.text = message
label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
label.custom_minimum_size = Vector2(252.0, 66.0)
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
label.autowrap_mode = TextServer.AUTOWRAP_OFF
label.add_theme_color_override(
"font_color", UtilityPageStyle.OCEAN_TEXT_SECONDARY
)

View file

@ -276,6 +276,19 @@ func reopen() -> void:
_start_entry_prompt_animation()
func reopen_to_menu() -> void:
reopen()
_awaiting_start_input = false
_stop_entry_prompt_animation()
_start_prompt_center.hide()
_presentation_center.show()
_button_center.show()
var bubble_field := get_node_or_null("%BubbleField") as Control
if bubble_field != null:
bubble_field.show()
_set_title_bubbles_interactive(true)
func open_join_game_page(endpoint: String = "") -> void:
_cancel_title_entry_transition()
_awaiting_start_input = false

View file

@ -221,7 +221,7 @@ unique_name_in_owner = true
layout_mode = 2
theme_override_colors/font_color = Color(0.682, 0.733, 0.761, 1)
theme_override_font_sizes/font_size = 22
text = "v0.6.8-alpha"
text = "v0.7.1-alpha"
horizontal_alignment = 1
[node name="Spacer" type="Control" parent="ResponsiveTitleStage/TitlePresentationScaleRoot/Center/MainContent"]

View file

@ -5,7 +5,12 @@ const UPDATE_INTERVAL_SECONDS: float = 0.1
const SUN_YAW_DEGREES: float = -32.0
const WEATHER_TRANSITION_SECONDS: float = 10.0
const RAIN_EMITTER_OFFSET := Vector3(0.0, 7.0, 0.0)
const RAIN_PARTICLE_AMOUNT: int = 560
const RAIN_EMISSION_EXTENTS := Vector3(13.0, 1.0, 13.0)
const RAIN_VISIBILITY_AABB := AABB(
Vector3(-13.5, -9.0, -13.5),
Vector3(27.0, 12.0, 27.0),
)
const RAIN_PARTICLE_AMOUNT: int = 2240
const RAIN_VELOCITY_MIN: float = 16.0
const RAIN_VELOCITY_MAX: float = 20.0
const RAIN_DROP_SIZE := Vector3(0.014, 0.34, 0.014)
@ -187,14 +192,12 @@ func _prepare_rain() -> void:
_rain.lifetime = 1.25
_rain.fixed_fps = 30
_rain.local_coords = false
_rain.visibility_aabb = AABB(
Vector3(-7.0, -9.0, -7.0), Vector3(14.0, 12.0, 14.0)
)
_rain.visibility_aabb = RAIN_VISIBILITY_AABB
var process_material := ParticleProcessMaterial.new()
process_material.emission_shape = (
ParticleProcessMaterial.EMISSION_SHAPE_BOX
)
process_material.emission_box_extents = Vector3(6.5, 1.0, 6.5)
process_material.emission_box_extents = RAIN_EMISSION_EXTENTS
process_material.direction = Vector3.DOWN
process_material.spread = 5.0
process_material.initial_velocity_min = RAIN_VELOCITY_MIN