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