feat: implement networked match HUD with real-time scoreboard and killfeed systems

This commit is contained in:
DottsGit
2026-06-06 13:49:12 -04:00
parent aefed46daf
commit 168bd8f1ce
11 changed files with 501 additions and 13 deletions
+148 -1
View File
@@ -4,17 +4,36 @@ signal player_connected(id: int)
signal player_disconnected(id: int)
signal connection_failed
signal connection_succeeded
signal match_state_updated
signal stats_updated
signal killfeed_event(victim: String, killer: String, weapon: String)
const DEFAULT_PORT = 31415
var connected_players: Array[int] = []
# Dict of ID -> { "username": String, "kills": int, "deaths": int, "assists": int, "ping": int }
var player_stats: Dictionary = {}
var match_active: bool = false
var match_time_remaining: float = 0.0
var current_gamemode: String = "Deathmatch"
var current_scene_path: String = ""
var _ping_timer: Timer
func _ready() -> void:
multiplayer.peer_connected.connect(_on_peer_connected)
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
multiplayer.connected_to_server.connect(_on_connected_to_server)
multiplayer.connection_failed.connect(_on_connection_failed)
multiplayer.server_disconnected.connect(_on_server_disconnected)
_ping_timer = Timer.new()
_ping_timer.wait_time = 1.0
_ping_timer.autostart = false
_ping_timer.timeout.connect(_on_ping_timer)
add_child(_ping_timer)
func host_game(port: int = DEFAULT_PORT) -> Error:
var peer = ENetMultiplayerPeer.new()
@@ -23,6 +42,8 @@ func host_game(port: int = DEFAULT_PORT) -> Error:
multiplayer.multiplayer_peer = peer
connected_players.clear()
connected_players.append(1) # Host is 1
_init_player_stats(1, SettingsManager.username)
_ping_timer.start()
print("Hosting on port %s" % port)
return err
@@ -37,21 +58,56 @@ func join_game(ip: String, port: int = DEFAULT_PORT) -> Error:
func disconnect_game() -> void:
multiplayer.multiplayer_peer = null
connected_players.clear()
player_stats.clear()
match_active = false
_ping_timer.stop()
func start_singleplayer_match(gamemode: String = "Deathmatch") -> void:
# Ensure peer is offline if not already connected
if not multiplayer.has_multiplayer_peer() or multiplayer.multiplayer_peer is OfflineMultiplayerPeer:
multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()
connected_players.clear()
connected_players.append(1)
_init_player_stats(1, SettingsManager.username)
match_active = true
match_time_remaining = 300.0
current_gamemode = gamemode
rpc("sync_match_state", match_active, match_time_remaining, current_gamemode)
func _init_player_stats(id: int, username: String) -> void:
player_stats[id] = {
"username": username,
"kills": 0,
"deaths": 0,
"assists": 0,
"ping": 0
}
stats_updated.emit()
func _on_peer_connected(id: int) -> void:
print("Player connected: ", id)
if not connected_players.has(id):
connected_players.append(id)
player_connected.emit(id)
# If server, we wait for the client to register themselves via RPC
pass
func _on_peer_disconnected(id: int) -> void:
print("Player disconnected: ", id)
connected_players.erase(id)
if player_stats.has(id):
player_stats.erase(id)
player_disconnected.emit(id)
if multiplayer.is_server():
rpc("sync_player_stats", player_stats)
func _on_connected_to_server() -> void:
print("Successfully connected to server")
connection_succeeded.emit()
# Tell the server our username
rpc_id(1, "register_player", SettingsManager.username)
func _on_connection_failed() -> void:
print("Failed to connect to server")
@@ -62,8 +118,99 @@ func _on_server_disconnected() -> void:
print("Server disconnected")
multiplayer.multiplayer_peer = null
connected_players.clear()
player_stats.clear()
match_active = false
@rpc("any_peer", "call_remote", "reliable")
func register_player(username: String) -> void:
if multiplayer.is_server():
var sender_id = multiplayer.get_remote_sender_id()
_init_player_stats(sender_id, username)
player_connected.emit(sender_id)
# Sync everyone's stats
rpc("sync_player_stats", player_stats)
# If a match is active, force the late-joiner to load the level
if match_active:
rpc_id(sender_id, "rpc_load_level", current_scene_path)
rpc_id(sender_id, "sync_match_state", match_active, match_time_remaining, current_gamemode)
@rpc("authority", "call_local", "reliable")
func sync_player_stats(stats: Dictionary) -> void:
player_stats = stats
stats_updated.emit()
@rpc("authority", "call_local", "reliable")
func sync_match_state(active: bool, time_rem: float, mode: String) -> void:
match_active = active
match_time_remaining = time_rem
current_gamemode = mode
match_state_updated.emit()
@rpc("authority", "call_local", "reliable")
func rpc_load_level(scene_path: String) -> void:
print("Loading level: ", scene_path)
current_scene_path = scene_path
if multiplayer.is_server():
match_active = true
match_time_remaining = 300.0 # 5 minutes
rpc("sync_match_state", match_active, match_time_remaining, current_gamemode)
get_tree().change_scene_to_file(scene_path)
func _process(delta: float) -> void:
if match_active:
if match_time_remaining > 0:
match_time_remaining -= delta
if match_time_remaining <= 0:
match_time_remaining = 0
match_active = false
# We emit this so HUDs can update their timers smoothly
match_state_updated.emit()
# --- PING SYSTEM ---
func _on_ping_timer() -> void:
if multiplayer.is_server():
var time = Time.get_ticks_msec()
for pid in connected_players:
if pid != 1:
rpc_id(pid, "receive_ping_request", time)
rpc("sync_player_stats", player_stats)
@rpc("authority", "call_remote", "unreliable")
func receive_ping_request(server_time: int) -> void:
rpc_id(1, "receive_ping_response", server_time)
@rpc("any_peer", "call_remote", "unreliable")
func receive_ping_response(server_time: int) -> void:
if multiplayer.is_server():
var sender_id = multiplayer.get_remote_sender_id()
var rtt = Time.get_ticks_msec() - server_time
if player_stats.has(sender_id):
player_stats[sender_id]["ping"] = rtt
# --- GAMEPLAY EVENTS ---
@rpc("any_peer", "call_local", "reliable")
func register_kill(victim_id: int, killer_id: int, weapon_name: String, custom_victim_name: String = "") -> void:
if multiplayer.is_server():
if player_stats.has(victim_id):
player_stats[victim_id]["deaths"] += 1
if player_stats.has(killer_id) and killer_id != victim_id:
player_stats[killer_id]["kills"] += 1
var v_name = player_stats[victim_id]["username"] if player_stats.has(victim_id) else (custom_victim_name if custom_victim_name != "" else "Unknown")
var k_name = player_stats[killer_id]["username"] if player_stats.has(killer_id) else "Unknown"
# Auto-fallback for singleplayer testing where player_stats might not be initialized
if not player_stats.has(killer_id) and killer_id == 1:
k_name = SettingsManager.username
if killer_id == 0 or killer_id == victim_id:
k_name = "" # Suicide or world death
broadcast_killfeed.rpc(v_name, k_name, weapon_name)
sync_player_stats.rpc(player_stats)
@rpc("authority", "call_local", "reliable")
func broadcast_killfeed(victim: String, killer: String, weapon: String) -> void:
killfeed_event.emit(victim, killer, weapon)