223 lines
5.9 KiB
Python
223 lines
5.9 KiB
Python
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# GPLv3 or later
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# (C) J.Y.Amihud ( blenderdumbass ) 2024
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# Multiplayer client functions
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import bge
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import time
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import json
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import zlib
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import traceback
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from Scripts import Vehicle
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from Scripts import Character_Controll
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from Scripts import Opt
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from Scripts import Settings
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from Scripts.Multiplayer_Shared import *
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from Scripts import Reuse
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from Scripts.Common import *
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settings = Settings.load_settings()
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host = settings.get("mp-host", "")
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def DescribeScene():
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scene = bge.logic.getCurrentScene()
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dani = scene.objects["Dani_Box"]
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cam = scene.active_camera
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garage = scene.objects["GarageColider"]
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garageDistance = 31
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chunksize = 250
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data = {}
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addr = Opt.Address(dani.position, chunksize)
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if addr not in data:
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data[addr] = []
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danidata = Character_Controll.Encode(dani)
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data[addr].append(danidata)
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userId = bge.logic.globalDict.get("userId")
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for car in bge.logic.globalDict["allcars"]:
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if car.get("inview") and car.getDistanceTo(garage) > garageDistance:
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if car.get("ownerId") and car.get("ownerId") != userId:
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continue
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addr = Opt.Address(car.position, chunksize)
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cardata = Vehicle.Encode(car)
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if addr not in data:
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data[addr] = []
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data[addr].append(cardata)
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return data
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def MainLoop():
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scene = bge.logic.getCurrentScene()
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dani = scene.objects["Dani_Box"]
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cam = scene.active_camera
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chunksize = 250
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bge.logic.globalDict["networkQueue"] = {}
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while True:
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try:
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# A bit of delay, to not owerwhelm the server
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time.sleep(0.1)
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# Testing if the game is still runing.
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# it will fail when the game engine stops.
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try: bge.logic.getRealTime()
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except: return
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if bge.logic.globalDict.get("restore-physics-timer"):
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continue
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if bge.logic.globalDict.get("network-scene"):
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continue
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######### SENDING THE DATA TO SERVER ############
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data = {}
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# Login
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LoginEncode(data)
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# Scene
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data["scene"] = DescribeScene()
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data["vision"] = Opt.Surround(cam.position,
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chunksize,
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cam.orientation.to_euler())
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# Queue
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networkQueue = bge.logic.globalDict["networkQueue"]
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for key in networkQueue:
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if networkQueue[key]:
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data[key] = networkQueue[key].pop(0)
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######### DEALING WITH RESPONSE ############
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data = Send(host, data)
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for key in data:
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payload = data[key]
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if key == "login":
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LoginDecode(payload)
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elif key == "scene":
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bge.logic.globalDict["network-scene"] = payload
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elif key == "message":
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bge.logic.globalDict["print"] = payload
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else:
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print(key, payload)
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except Exception:
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print("\n\nNETWORK CLIENT ERROR:", clr["bold"]+clr["tdrd"], traceback.format_exc(), clr["bold"])
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def SecondaryLoop():
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# This loop runs in the game loop, not the separate thread.
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# And it deals with updates sent by the other thread.
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if bge.logic.globalDict.get("network-scene"):
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data = bge.logic.globalDict["network-scene"]
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SceneDecode(data)
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bge.logic.globalDict["network-scene"] = None
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def LoginEncode(data):
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data["login"] = {}
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data["login"]["userId"] = bge.logic.globalDict.get("userId")
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data["login"]["username"] = settings.get("mp-name")
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data["login"]["room"] = settings.get("mp-room")
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def LoginDecode(data):
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if data.get("userId"):
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bge.logic.globalDict["userId"] = data["userId"]
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if data.get("room"):
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settings["mp-room"] = data["room"]
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def SceneDecode(data):
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netObjects = bge.logic.globalDict["netObjects"]
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if not data:
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return
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for addr in data:
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chunk = data[addr]
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for obj in chunk:
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# update = True
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# if obj.get("netId") in netObjects["netId"]:
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# if obj.get("ownerId"):
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# netObjects["netId"][obj.get("netId")]["ownerId"] = obj.get("ownerId")
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# obj["ID"] = id(netObjects["netId"][obj.get("netId")])
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# Sometimes we want to update some things like netId.
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if obj.get("ID") in netObjects["pythonId"]\
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and obj.get("name") == netObjects["pythonId"][obj["ID"]].name:
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netObjects["pythonId"][obj["ID"]]["netId"] = obj.get("netId")
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netObjects["netId"][obj.get("netId")] = netObjects["pythonId"][obj["ID"]]
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if obj.get("type") == "veh":
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Vehicle.Decode(obj, network=True)
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elif obj.get("type") == "chr":
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Character_Controll.Decode(obj, network=True)
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def QueueToSend(key, data):
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networkQueue = bge.logic.globalDict["networkQueue"]
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if key not in networkQueue:
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networkQueue[key] = []
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networkQueue[key].append(data)
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def GrabOwnership(obj):
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# This function grabs ownership of an object.
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# Like when a player steals a car spawned by
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# another player.
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userId = bge.logic.globalDict["userId"]
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ownerId = obj.get("ownerId")
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netId = obj.get("netId")
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# First we will check that the ownership isn't ours.
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if userId != ownerId and netId:
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QueueToSend("change-ownership",{
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"netId" :netId,
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"userId":userId
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})
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obj["ownerId"] = userId
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