online multiplayer chess game (note server currently down)
Diffstat (limited to 'networking/PacketHandler.gd')
-rw-r--r--networking/PacketHandler.gd302
1 files changed, 0 insertions, 302 deletions
diff --git a/networking/PacketHandler.gd b/networking/PacketHandler.gd
deleted file mode 100644
index 3351b85..0000000
--- a/networking/PacketHandler.gd
+++ /dev/null
@@ -1,302 +0,0 @@
-extends Network
-
-var lobby: Lobby = null
-var reconnecting = false
-signal hosting(newhosting)
-signal signal_recieved(what)
-signal chat(text)
-signal undo(undo)
-signal info_recieved(info)
-signal start_game
-signal move_data(data)
-signal load_pgn(pgn)
-signal request_result(what) # join/host true accepted, false rejected
-signal rematch_result(what)
-## for accounts(mostly)
-signal signinresult(what)
-signal signupresult(what)
-
-const DEFAULT_ERROR_MESSAGE = "Error. Please report this issue to bendn."
-const HEADERS := {
- "joinrequest": "J",
- "hostrequest": "H",
- "signup": "C",
- "signin": ">",
- "relay": "R", # relay goes to both
- "signal": "S", # signal is one way
- "loadpgn": "L", # server telling me to load a pgn
- "info": "I",
- "move": "M",
- "undo": "<",
- "rematch": "r",
- "spectate": "0" # its a eye you see
-}
-
-var game_code := ""
-
-const RELAYHEADERS := {chat = "C"}
-const SIGNALHEADERS := {takeback = "T", draw = "D", resign = "R", info = "I"} # subheaders for HEADERS.signal
-
-var hosting := false setget set_hosting
-var leaving := false
-var lock_lobby_status := false
-
-
-func set_lobby_status(status: String, isok: bool) -> void:
- if !lock_lobby_status:
- lobby.set_status(status, isok)
-
-
-func set_hosting(newhosting: bool) -> void:
- hosting = newhosting
- emit_signal("hosting", newhosting)
-
-
-func return() -> void: # return to the void
- if hosting:
- leaving = true
- set_hosting(false)
-
-
-func _ready() -> void:
- Events.connect("go_back", self, "go_back")
- if Utils.internet and get_tree().get_root().has_node("StartMenu"):
- yield(get_tree().create_timer(.1), "timeout")
- open_connection()
- set_lobby_status("Connecting", true)
- connect("load_pgn", self, "load_pgn")
-
-
-func load_pgn(pgn: String) -> void:
- if !Globals.grid:
- _start_game()
- yield(get_tree(), "idle_frame")
- Globals.grid.load_pgn(pgn) # call deferred wont work since grid obj may be null
-
-
-func _data_recieved() -> void:
- var data = ws.get_peer(1).get_var()
- Log.net(["RECIEVED:", data])
- var header: String = data.header
- var text = data.data
- match header:
- HEADERS.undo:
- emit_signal("undo", text)
- HEADERS.move:
- if !OS.is_window_focused() and !Debug.debug: # dont be annoying in debug mode
- OS.request_attention()
- emit_signal("move_data", text.move)
- HEADERS.hostrequest:
- host_result(text)
- HEADERS.relay:
- var relay: Dictionary = text
- match relay.type:
- RELAYHEADERS.chat:
- emit_signal("chat", relay)
- HEADERS.joinrequest:
- join_result(text)
- HEADERS.info:
- yield(get_tree().create_timer(.5), "timeout")
- emit_signal("info_recieved", text)
- HEADERS.spectate:
- spectate_result(text)
- HEADERS.loadpgn:
- emit_signal("load_pgn", text)
- HEADERS.signal:
- var signal: Dictionary = text
- match signal.type:
- _:
- emit_signal("signal_recieved", signal)
- HEADERS.signup:
- emit_signal("signupresult", text)
- HEADERS.signin:
- emit_signal("signinresult", text)
- HEADERS.rematch:
- emit_signal("rematch_result", text)
- _:
- Log.err("unknown header %s" % header)
-
-
-func _connection_established(protocol) -> void:
- ._connection_established(protocol)
-
-
-func _connection_closed(_was_clean_closed) -> void:
- ._connection_closed(_was_clean_closed)
- var err = yield(rejoin(), "completed")
- if err:
- go_back("Connection closed, please check your internet, and reload the game.", false)
-
-
-func _connection_error() -> void:
- ._connection_error()
- var err = yield(rejoin(), "completed")
- if err:
- go_back("Connection error, please check your internet, and reload the game.", false)
-
-
-const join_err_table := {
- "FULL": "This game is full. Double check your spelling, or host your own game..",
- "NOT_EXIST": "This game does not exist. Double check your spelling, or host it.",
- "NO_GAMECODE": "Your game name is empty.",
- "NO_ID": "Your id is undefined. Please report this issue to bendn."
-}
-
-
-func join_result(accepted) -> void:
- handle_result(accepted, "Joined!", join_err_table)
-
-
-const host_err_table := {
- "ALREADY_EXISTS": "This game name is taken. Pick a new name.", # game is full
- "ALREADY_EXISTS_EMPTY": "This game name is taken. Pick a new name, or join.", # someone else hosted, but noone is joining them :(
- "NO_GAMECODE": "Your game name is empty.",
- "NO_ID": "Your id is undefined. Please report this issue to bendn."
-}
-
-
-func host_result(accepted) -> void:
- set_hosting(handle_result(accepted, "Hosted!", host_err_table))
-
-
-const spectate_err_table := {"NOT_EXIST": "This game does not exist. Double check your spelling, or host it."}
-
-
-func spectate_result(accepted) -> void:
- if handle_result(accepted, "Watching", spectate_err_table, true):
- Globals.spectating = true
- _start_game()
- yield(get_tree().create_timer(.5), "timeout")
- Globals.grid.load_pgn(accepted.pgn)
- emit_signal("info_recieved", accepted)
-
-
-func handle_result(accepted, resultstring: String, err_table: Dictionary, quick_return := false) -> bool:
- var err = accepted.get("err", false)
- emit_signal("request_result", false if err else true)
- if !err:
- if quick_return:
- return true
- Globals.team = "w" if accepted.idx == 0 else "b"
- Log.debug("Team set to " + Utils.expand_color(Globals.team))
- set_lobby_status(resultstring, true)
- return true
- set_lobby_status(err_table.get(err, "Error. Please report this issue to bendn."), false)
- lobby.set_buttons(true)
- return false
-
-
-func go_back(error: String, isok: bool) -> void:
- Globals.reset_vars()
- if Globals.playing:
- $"/root/Game".queue_free()
- set_lobby_status(error, isok)
- lobby.toggle(true)
- lobby.focus()
- lobby.set_buttons(true)
-
-
-func _start_game() -> void:
- set_hosting(false)
- Log.debug("Created board")
- var ui: GameUI = load("res://ui/board/Game.tscn").instance()
- var b: Grid = ui.get_board() as Grid
- b.team = Globals.team
- Log.debug("Set board team to %s" % Utils.expand_color(b.team))
- get_tree().get_root().add_child(ui)
- b.spectating = Globals.spectating
- lobby.toggle(false)
- emit_signal("start_game")
- lobby.set_buttons(false)
- SoundFx.play("Victory")
-
- yield(get_tree(), "idle_frame")
- b.auto_flip()
-
-
-func rejoin(tries := 5, interval := 2) -> int: # on disconnect, try to rejoin
- var err = yield(open_connection(tries, interval), "completed")
- if reconnecting == true:
- return ERR_ALREADY_IN_USE
- reconnecting = true
- Log.info("reconnecting...")
- if not err:
- if Globals.playing:
- Log.info("reconnecting(rejoining)...")
- lock_lobby_status = true
- var rejoined = false
- for try in tries + 1:
- join_game()
- var result = yield(self, "request_result")
- if result:
- disconnect("load_pgn", self, "load_pgn")
- var pgn = yield(self, "load_pgn")
- if Globals.grid.chess.pgn() != pgn:
- Log.info("attempting to load %s" % pgn)
- Globals.grid.load_pgn(pgn)
- connect("load_pgn", self, "load_pgn")
- Log.info("reconnected(rejoined)!")
- rejoined = true
- break
- lock_lobby_status = false
- if rejoined == false:
- Log.err("reconnect failed(rejoin)!")
- reconnecting = false
- return ERR_INVALID_DATA
- else: # not playing: just reconnect
- Log.info("reconnected!")
- else:
- Log.err("reconnect failed!")
- reconnecting = false
- return err
-
-
-## packet sending wrapper functions
-func signin(data):
- send_packet(data, HEADERS.signin)
-
-
-func signup(data):
- send_packet(data, HEADERS.signup)
-
-
-func signal(body: Dictionary, header: String, _mainheader := HEADERS.signal) -> Dictionary:
- var data: Dictionary = Utils.append_dict({"type": header}, body)
- send_packet(data, _mainheader)
- return data
-
-
-func join_game(game: String = game_code) -> void:
- send_gamecode_packet(Creds.get_public(), HEADERS.joinrequest, game)
-
-
-func host_game(game: String = game_code, white := true, moves_array: PoolStringArray = []) -> void:
- var pckt = Utils.append_dict(Creds.get_public(), {team = white, moves = moves_array})
- send_gamecode_packet(pckt, HEADERS.hostrequest, game)
-
-
-func spectate(game: String = game_code) -> void:
- send_gamecode_packet(Creds.get_public(), HEADERS.spectate, game)
-
-
-func send_gamecode_packet(data: Dictionary, header: String, gamecode: String = game_code):
- send_packet(Utils.append_dict({"gamecode": gamecode}, data), header)
-
-
-func relay_signal(body: Dictionary, header: String) -> Dictionary: # its really the same thing as signal()
- return signal(body, header, HEADERS.relay)
-
-
-func send_mov(mov: String) -> void:
- send_packet({move = mov}, HEADERS.move)
-
-
-static func construct_errstr(packet, err_table, default_message := DEFAULT_ERROR_MESSAGE) -> String:
- var errstr: String = ""
- var err: String = packet.get("err", false)
- if err:
- errstr = err_table.get(err, default_message)
- var stack = packet.get("stack", false)
- if stack:
- errstr += " (Stack trace: %s) " % stack
- return errstr