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magician/components/web_client_tcp.gd
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class_name WebClientTCP
extends Node
## Sender tag for system messages displayed in the chat
const SENDER_SYSTEM: String = "SYSTEM"
#var _tcp := StreamPeerTCP.new()
var _socket := WebSocketPeer.new()
var _new_status: int = WebSocketPeer.STATE_CLOSED
var _processed_status: int = -1
var _lobby_id: String
var _client_id: String
var _client_name: String
var received_data: Array
var cached_response: String
var _thread: Thread
var _stop_thread: bool = false
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var _is_first_play: bool = false
var _connected_client_ids: Array[String] = []
var _connected_client_names: Array[String] = []
signal connected_to_server()
signal connection_error_occurred()
signal disconnected_from_server()
signal connected_to_lobby(lobby_id: String)
signal disconnected_from_lobby()
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signal received_client_id(client_id: String)
signal client_joined_lobby(client_name: String, connected_client_names: Array[String])
signal client_left_lobby(client_name: String, connected_client_names: Array[String])
signal received_connection_message(message: String)
signal received_chat_message(client_name: String, message: String)
signal connection_status_changed(new_status: ConnectionStatus)
# This signal is messy as fuck
signal client_order_received(client_ids: Array[String], client_ids_playing_order: Array[String], client_names: Array[String])
signal client_played_card(client_id: String, card_id: int)
signal received_expected_bet(client_id: String, expected_bet: int)
signal new_round_started()
signal cards_received(cards: Dictionary)
signal trump_received(trump_id: int)
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signal received_bet_request(disallowed_bet: int, current_round: int)
signal received_win()
signal received_winning_client(client_id: String)
signal notify_play_card_request()
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signal reset_first_card()
signal received_first_card(card_id: int)
signal received_played_card(client_id: String, card_id: int)
signal received_play_winner_request()
signal received_end_game_request()
signal request_next_play()
signal request_next_round()
# new signals
## Emitted when a message that needs to be displayed to the player has been received.
signal user_message_received(sender: String, message: String)
enum ConnectionStatus {
DISCONNECTED,
ATTEMPTING_CONNECTION,
LOBBYLESS, # == connected
ATTEMPTING_JOIN,
JOINED,
}
func _process(_delta: float) -> void:
_socket.poll()
_new_status = _socket.get_ready_state()
if not _processed_status == _new_status:
match _new_status:
WebSocketPeer.STATE_OPEN:
print("open")
_stop_thread = false
#_thread = Thread.new()
#_thread.start(_listen_for_data)
connected_to_server.emit()
connection_status_changed.emit(ConnectionStatus.LOBBYLESS)
WebSocketPeer.STATE_CONNECTING:
print("connecting")
connection_status_changed.emit(ConnectionStatus.ATTEMPTING_CONNECTION)
WebSocketPeer.STATE_CLOSING:
print("closing")
pass
WebSocketPeer.STATE_CLOSED:
print("closed")
#_clean_up_thread()
connection_status_changed.emit(ConnectionStatus.DISCONNECTED)
_processed_status = _new_status
if _processed_status == WebSocketPeer.STATE_OPEN:
while _socket.get_available_packet_count():
cached_response = _socket.get_packet().get_string_from_utf8()
#print(cached_response)
#cached_response += (received_data[1] as PackedByteArray).get_string_from_utf8()
if cached_response.ends_with("}"):
#print(cached_response)
_handle_response(cached_response)
cached_response = ""
func _listen_for_data() -> void:
while true:
if _socket.get_available_packet_count():
cached_response = _socket.get_packet().get_string_from_utf8()
print(cached_response)
if cached_response.ends_with("}"):
_handle_response(cached_response)
cached_response = ""
func _handle_response(response: String) -> void:
var data = JSON.parse_string(response)
match data["response"]:
"create_lobby":
if data["status"] == "ok":
_lobby_id = data["lobby_id"]
_client_id = data["client_id"]
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received_client_id.emit.call_deferred(_client_id)
connected_to_lobby.emit.call_deferred(_lobby_id)
connection_status_changed.emit.call_deferred(ConnectionStatus.JOINED)
"join_lobby_response":
_handle_join(data)
"client_joined_lobby":
print(data["connected_client_ids"])
_connected_client_ids.assign(data["connected_client_ids"])
_connected_client_names.assign(data["connected_client_names"])
client_joined_lobby.emit.call_deferred(data["new_client_name"], _connected_client_names)
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"leave_lobby_request":
leave_lobby()
"leave_lobby":
if data["status"] == "ok":
client_left_lobby.emit.call_deferred(data["client_name"])
"client_left_lobby":
_connected_client_ids.assign(data["connected_client_ids"])
_connected_client_names.assign(data["connected_client_names"])
client_left_lobby.emit.call_deferred(data["client_name"], _connected_client_names)
## A chat message has been received
"receive_chat_message":
# Relay message to be displayed in the chat panel
user_message_received.emit.call_deferred(data["client_name"], data["message"])
"new_round_started":
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if data["current_round"] == 1:
var playing_order: Array[String] = []
playing_order.assign(data["playing_order"])
client_order_received.emit.call_deferred(playing_order, _connected_client_ids, _connected_client_names)
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var received_cards = data["cards"]
new_round_started.emit.call_deferred()
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cards_received.emit.call_deferred(received_cards)
trump_received.emit.call_deferred(data["trump"])
"client_submitted_bet":
received_expected_bet.emit.call_deferred(
data["client_id"],
data["bet"],
)
"request_bet":
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received_bet_request.emit.call_deferred(data["disallowed_bet"], data["round"])
"begin_playing_cards":
# all players know it's time to play
print(data)
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_is_first_play = true
reset_first_card.emit.call_deferred()
"request_card":
# individual player asked to play card
notify_play_card_request.emit.call_deferred()
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"begin_next_play":
print("beginning next play!")
_is_first_play = true
reset_first_card.emit.call_deferred()
"play_card":
print(data)
#client_played_card.emit.call_deferred(data["client_id"], data["played_card"])
"determine_play_winner_request": # single card go-around
received_play_winner_request.emit.call_deferred()
"end_game_request":
received_end_game_request.emit.call_deferred()
"client_played_card":
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print("RECEIVED FOLLOWING CARD ID: " + str(data["played_card"]))
if _is_first_play:
print("set first card")
received_first_card.emit.call_deferred(data["played_card"])
if not CardManager.get_card_color(data["played_card"]) == Card.CardColor.WHITE:
_is_first_play = false
received_played_card.emit.call_deferred(data["client_id"], data["played_card"])
"client_won_play":
if data["client_id"] == _client_id:
received_win.emit.call_deferred()
received_winning_client.emit.call_deferred(data["client_id"])
func _handle_join(data) -> void:
match data["status"]:
"lobby_not_found":
received_connection_message.emit.call_deferred("Could not join; lobby does not exist")
connection_status_changed.emit.call_deferred(ConnectionStatus.LOBBYLESS)
"lobby_full":
received_connection_message.emit.call_deferred("Could not join; lobby is full")
connection_status_changed.emit.call_deferred(ConnectionStatus.LOBBYLESS)
"ok":
_client_id = data["client_id"]
connected_to_lobby.emit.call_deferred(_lobby_id)
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received_client_id.emit.call_deferred(_client_id)
connection_status_changed.emit.call_deferred(ConnectionStatus.JOINED)
func _exit_tree() -> void:
disconnect_from_server()
func connect_to_server(text: String) -> void:
var err = _socket.connect_to_url(text)
if err != OK:
print("didn't work!")
func disconnect_from_server() -> void:
_socket.close()
disconnected_from_server.emit()
connection_status_changed.emit(ConnectionStatus.DISCONNECTED)
func create_lobby(client_name: String) -> void:
_client_name = client_name
_send_message(TCPMessages.create_lobby(client_name))
func join_lobby(lobby_id: String, client_name: String) -> void:
_lobby_id = lobby_id
_client_name = client_name
_send_message(TCPMessages.join_lobby(_lobby_id, client_name))
connection_status_changed.emit.call_deferred(ConnectionStatus.ATTEMPTING_JOIN)
func leave_lobby() -> void:
_send_message(TCPMessages.leave_lobby(_lobby_id, _client_id))
_lobby_id = ""
_client_id = ""
_client_name = ""
disconnected_from_lobby.emit.call_deferred()
connection_status_changed.emit.call_deferred(ConnectionStatus.LOBBYLESS)
func send_chat_message(message: String) -> void:
_send_message(TCPMessages.send_chat_message(_lobby_id, _client_id, message))
func start_game() -> void:
_send_message(JSON.stringify({
"response": "start_game",
"lobby_id": _lobby_id,
"cards": CardManager.get_shuffled_cards(_connected_client_ids, 1),
}))
func start_next_play() -> void:
_send_message(JSON.stringify({
"response": "start_next_play",
"lobby_id": _lobby_id,
}))
func start_next_round(round_count: int) -> void:
_send_message(JSON.stringify({
"response": "start_next_round",
"lobby_id": _lobby_id,
"round": round_count,
"cards": CardManager.get_shuffled_cards(_connected_client_ids, round_count),
}))
func end_game() -> void:
_send_message(JSON.stringify({
"response": "end_game",
"lobby_id": _lobby_id,
}))
func play_card(card_id: int) -> void:
_send_message(JSON.stringify({
"response": "play_card",
"lobby_id": _lobby_id,
"client_id": _client_id,
"played_card": card_id,
}))
func submit_bet(bet: int, current_round: int) -> void:
_send_message(JSON.stringify({
"response": "submit_bet",
"lobby_id": _lobby_id,
"client_id": _client_id,
"round": current_round,
"bet": bet,
}))
func submit_play_winner(winning_client_id: String) -> void:
_send_message(JSON.stringify({
"response": "submit_play_winner",
"lobby_id": _lobby_id,
"client_id": winning_client_id,
}))
request_next_play.emit.call_deferred()
#request_next_round.emit.call_deferred()
func _send_message(message: String) -> void:
_socket.send_text(message)