netfishing/ui/network/join_game_page.gd

823 lines
23 KiB
GDScript

class_name JoinGamePage
extends Control
signal join_requested(endpoint: String)
signal back_requested
enum Mode {
DISCOVER,
DIRECT,
SAVED,
RECENT,
}
const DISCOVERY_REFRESH_SECONDS: float = 8.0
const ADDRESS_FORMAT_HELP: String = (
"Hostname, IPv4, or [IPv6]. Port 7777 is used when omitted; "
+ "include the port shown by a host when it differs."
)
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 _discover_button: Button = %DiscoverButton
@onready var _direct_button: Button = %DirectButton
@onready var _saved_button: Button = %SavedButton
@onready var _recent_button: Button = %RecentButton
@onready var _join_button: Button = %JoinButton
@onready var _refresh_button: Button = %RefreshButton
@onready var _save_button: Button = %SaveButton
@onready var _edit_button: Button = %EditButton
@onready var _favorite_button: Button = %FavoriteButton
@onready var _delete_button: Button = %DeleteButton
@onready var _cancel_button: Button = %CancelButton
@onready var _back_button: Button = %BackButton
@onready var _open_close_button: Button = %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 _discovery: DiscoveryClient
var _gameplay_context: bool = false
var _mode: Mode = Mode.DISCOVER
var _visible_entries: Array[SavedServerEntry] = []
var _selected_entry: SavedServerEntry
var _discovery_rooms: Array[Dictionary] = []
var _selected_discovery_index: int = -1
var _discovery_refresh_timer: Timer
var _editing_entry_id: String = ""
var _name_entry_active: bool = false
var _delete_armed: bool = false
func _ready() -> void:
UtilityPageStyle.apply_page(self)
var paper := get_node("Paper") as PanelContainer
paper.add_theme_stylebox_override(
"panel", UtilityPageStyle.panel_style()
)
for button: BaseButton in [
_discover_button, _direct_button, _saved_button, _recent_button,
_refresh_button, _join_button,
_save_button, _edit_button, _favorite_button, _delete_button,
_cancel_button, _back_button, _open_close_button,
]:
UtilityPageStyle.apply_ocean_button(button)
UtilityPageStyle.apply_ocean_line_edit(_address)
UtilityPageStyle.apply_ocean_line_edit(_name_edit)
_discover_button.pressed.connect(_set_mode.bind(Mode.DISCOVER))
_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))
_refresh_button.pressed.connect(_request_discovery_refresh)
_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)
_discovery_refresh_timer = Timer.new()
_discovery_refresh_timer.wait_time = DISCOVERY_REFRESH_SECONDS
_discovery_refresh_timer.one_shot = false
_discovery_refresh_timer.timeout.connect(_request_discovery_refresh)
add_child(_discovery_refresh_timer)
hide()
func setup(
network_session: NetworkSession,
saved_servers: SavedServerStore,
gameplay_context: bool,
server_trust: ServerTrustStore = null,
discovery: DiscoveryClient = null,
) -> void:
_network_session = network_session
_saved_servers = saved_servers
_gameplay_context = gameplay_context
_server_trust = server_trust
_discovery = discovery
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)
if _discovery != null:
if not _discovery.rooms_updated.is_connected(
_on_discovery_rooms_updated
):
_discovery.rooms_updated.connect(_on_discovery_rooms_updated)
if not _discovery.browse_status_changed.is_connected(
_on_discovery_status_changed
):
_discovery.browse_status_changed.connect(
_on_discovery_status_changed
)
if not _discovery.public_join_prepared.is_connected(
_on_public_join_prepared
):
_discovery.public_join_prepared.connect(
_on_public_join_prepared
)
if not _discovery.public_join_status_changed.is_connected(
_on_public_join_status_changed
):
_discovery.public_join_status_changed.connect(
_on_public_join_status_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()
UtilityPageStyle.animate_in(self)
_set_mode(_mode)
if _mode == Mode.DIRECT:
_address.grab_focus()
_address.select_all()
func close_page() -> void:
_clear_edit_state()
_discovery_refresh_timer.stop()
hide()
var current_viewport: Viewport = get_viewport()
if current_viewport != null:
current_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
_selected_discovery_index = -1
_clear_edit_state()
_refresh_entries()
_refresh()
if mode == Mode.DISCOVER:
_discovery_refresh_timer.start()
_request_discovery_refresh()
else:
_discovery_refresh_timer.stop()
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 = _address.text
if _mode == Mode.DISCOVER:
var room: Dictionary = _selected_discovery_room()
if _discovery_room_is_full(room):
_set_status("That room is full.", true)
return
if _discovery == null or not _discovery.prepare_public_join(room):
_set_status("Could not prepare the public connection.", true)
return
elif _mode != Mode.DIRECT and _selected_entry != null:
endpoint_text = _selected_entry.normalized_endpoint
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_public_join_prepared(endpoint_text: String) -> void:
if _mode != Mode.DISCOVER or not is_visible_in_tree():
return
var endpoint: ConnectionEndpoint = EndpointParser.parse(endpoint_text)
if not endpoint.is_valid():
_set_status("Discovery returned an invalid room address.", true)
return
_address.text = endpoint.normalized_display
_set_status("Connecting…")
join_requested.emit(endpoint.normalized_display)
func _on_public_join_status_changed(message: String, is_error: bool) -> void:
if _mode == Mode.DISCOVER and is_visible_in_tree():
_set_status(message, is_error)
_refresh()
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 _mode == Mode.DISCOVER:
if index < 0 or index >= _discovery_rooms.size():
return
_selected_discovery_index = index
_selected_entry = null
_refresh()
return
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 _mode == Mode.DISCOVER:
for room: Dictionary in _discovery_rooms:
var player_count: int = int(room.get("current_players", 0))
var maximum: int = int(room.get("max_players", 0))
_server_list.add_item(
"%s%d / %d players%s" % [
str(room.get("room_name", "Public room")),
player_count,
maximum,
" — full" if player_count >= maximum else "",
]
)
return
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,
] or (_discovery != null and _discovery.is_public_join_preparing())
var direct: bool = _mode == Mode.DIRECT
var discovery_mode: bool = _mode == Mode.DISCOVER
var selected: bool = (
_selected_discovery_index >= 0
if discovery_mode
else _selected_entry != null
)
_discover_button.button_pressed = discovery_mode
_direct_button.button_pressed = direct
_saved_button.button_pressed = _mode == Mode.SAVED
_recent_button.button_pressed = _mode == Mode.RECENT
_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)
or (
discovery_mode
and selected
and _discovery_room_is_full(_selected_discovery_room())
)
)
_join_button.text = "join\nnow" if direct else "join"
_refresh_button.visible = discovery_mode and not _name_entry_active
_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 _mode == Mode.SAVED
and _selected_entry != null
and _selected_entry.favorite
else "favorite"
)
_delete_button.visible = (
_mode in [Mode.SAVED, Mode.RECENT] 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 = (
"UDP %d%d / %d players"
% [
_network_session.get_host_port(),
_network_session.get_player_count(),
_network_session.get_session_max_players(),
]
if _network_session.is_host()
else "%d / %d players" % [
_network_session.get_player_count(),
_network_session.get_session_max_players(),
]
)
if not direct:
if selected:
_details.text = (
_format_discovery_details(_selected_discovery_room())
if discovery_mode
else _format_entry_details(_selected_entry)
)
elif (
_discovery_rooms.is_empty()
if discovery_mode
else _visible_entries.is_empty()
):
_details.text = (
"No public rooms are available."
if discovery_mode
else "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 and not discovery_mode
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_discovery_details(room: Dictionary) -> String:
if room.is_empty():
return "Select a public room."
return "\n".join([
"Room: %s" % str(room.get("room_name", "Public room")),
"Players: %d / %d" % [
int(room.get("current_players", 0)),
int(room.get("max_players", 0)),
],
"Connection: %s" % (
_discovery.room_endpoint(room) if _discovery != null else ""
),
"Direct UDP connection • ping is measured after joining",
])
func _selected_discovery_room() -> Dictionary:
if (
_selected_discovery_index < 0
or _selected_discovery_index >= _discovery_rooms.size()
):
return {}
return _discovery_rooms[_selected_discovery_index]
func _discovery_room_is_full(room: Dictionary) -> bool:
if room.is_empty():
return false
return int(room.get("current_players", 0)) >= int(room.get("max_players", 0))
func _request_discovery_refresh() -> void:
if (
_discovery == null
or _mode != Mode.DISCOVER
or not is_visible_in_tree()
):
return
_discovery.request_rooms()
func _on_discovery_rooms_updated(rooms: Array[Dictionary]) -> void:
var selected_id: String = str(
_selected_discovery_room().get("room_id", "")
)
_discovery_rooms = rooms.duplicate(true)
_selected_discovery_index = -1
if _mode == Mode.DISCOVER:
_refresh_entries()
if not selected_id.is_empty():
for index: int in _discovery_rooms.size():
if str(_discovery_rooms[index].get("room_id", "")) == selected_id:
_selected_discovery_index = index
_server_list.select(index)
break
_refresh()
func _on_discovery_status_changed(message: String, is_error: bool) -> void:
if _mode == Mode.DISCOVER and is_visible_in_tree():
_set_status(message, is_error)
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",
UtilityPageStyle.OCEAN_DANGER
if is_error
else UtilityPageStyle.OCEAN_TEXT_PRIMARY,
)
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()