feat: theming pass, reworked connection flow...
- bracket view theming (pending rework) - some light refactoring - TOURNAMENT:CANCEL command (pending server side implementation) - logic for waiting for last moves in games to wait for chip to drop - transition back to main menu on disconnects, disconnect tolerance
This commit is contained in:
@@ -1,29 +1,31 @@
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using Godot;
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using System;
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using System.Collections.Generic;
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public partial class AdminControls : HBoxContainer
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{
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[Export] public Button BecomeAdmin;
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[Export] public Button StartTournament;
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[Export] public Button CancelTournament;
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[Export] public Label Label;
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[Export] public Slider Timeout;
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public override void _Ready()
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{
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Connection.Instance.OnBecomeAdmin += OnBecomeAdmin;
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Connection.Instance.OnTournamentEnd += OnEndTournament;
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Connection.Instance.OnTournamentEnd += _ => StartTournament.Show();
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Connection.Instance.OnStartTournamentAck += () => StartTournament.Hide();
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StartTournament.Pressed += StartTournamentCommand;
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if (!Connection.Instance.IsAdmin || Connection.Instance.ActiveTournament)
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{
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StartTournament.Hide();
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}
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StartTournament.Pressed += () => Connection.Instance.StartTournament();
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CancelTournament.Pressed += () => Connection.Instance.CancelTournament();
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if (!Connection.Instance.IsAdmin)
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{
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StartTournament.Hide();
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CancelTournament.Hide();
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Label.Hide();
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Timeout.Hide();
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}
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else if (Connection.Instance.ActiveTournament)
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{
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StartTournament.Hide();
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}
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Timeout.Value = Connection.Instance.CurrentWaitTimeout;
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@@ -51,23 +53,12 @@ public partial class AdminControls : HBoxContainer
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public override void _ExitTree()
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{
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Connection.Instance.OnBecomeAdmin -= OnBecomeAdmin;
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Connection.Instance.OnTournamentEnd -= OnEndTournament;
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}
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private void StartTournamentCommand()
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{
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Connection.Instance.StartTournament();
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}
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private void OnEndTournament(List<(string, int)> playerScoreboard)
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{
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StartTournament.Show();
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ShowTournamentScoreboard(playerScoreboard);
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}
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private void ShowAuthPopup()
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{
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var authWindow = new Window();
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authWindow.Theme = GD.Load<Theme>("res://assets/theme.tres");
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authWindow.AlwaysOnTop = true;
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authWindow.MaximizeDisabled = true;
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authWindow.Unresizable = true;
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@@ -106,39 +97,6 @@ public partial class AdminControls : HBoxContainer
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GetTree().Root.AddChild(authWindow);
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}
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private void ShowTournamentScoreboard(List<(string, int)> playerScoreboard)
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{
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var scoreboardWindow = new Window();
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scoreboardWindow.AlwaysOnTop = true;
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scoreboardWindow.MaximizeDisabled = true;
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scoreboardWindow.Unresizable = true;
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scoreboardWindow.InitialPosition = Window.WindowInitialPosition.CenterMainWindowScreen;
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scoreboardWindow.Size = new Vector2I(256, 512);
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scoreboardWindow.CloseRequested += () =>
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{
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GetTree().Root.RemoveChild(scoreboardWindow);
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};
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var tree = new Tree();
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tree.HideRoot = true;
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tree.Columns = 2;
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tree.ColumnTitlesVisible = true;
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tree.SetColumnTitle(0, "Player");
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tree.SetColumnTitle(1, "Score");
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var root = tree.CreateItem();
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foreach ((string, int) entry in playerScoreboard)
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{
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var item = tree.CreateItem(root);
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item.SetText(0, entry.Item1);
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item.SetText(1, entry.Item2.ToString());
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}
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scoreboardWindow.AddChild(tree);
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GetTree().Root.AddChild(scoreboardWindow);
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}
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private void OnBecomeAdmin()
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{
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BecomeAdmin.Hide();
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@@ -146,6 +104,10 @@ public partial class AdminControls : HBoxContainer
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{
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StartTournament.Show();
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}
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else
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{
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CancelTournament.Show();
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}
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Label.Show();
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Timeout.Show();
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}
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@@ -1,5 +1,4 @@
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using Godot;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@@ -7,6 +6,7 @@ public partial class BoardScreen : Node2D
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{
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[Export] private AudioStream endingSfx;
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[Export] private Theme theme;
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private const string RED_CHIP_PATH = "res://scenes/red_chip.tscn";
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private const string YELLOW_CHIP_PATH = "res://scenes/yellow_chip.tscn";
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@@ -30,6 +30,10 @@ public partial class BoardScreen : Node2D
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private RigidBody2D[,] chips = new RigidBody2D[6, 7]; // 6 rows 7 cols | 0, 0 is top left
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private bool _lastMove = false;
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private float _lastMoveTimer = 2.5f;
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private string _winner = "";
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// Called when the node enters the scene tree for the first time.
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public override void _Ready() {
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// Node initialization
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@@ -62,11 +66,12 @@ public partial class BoardScreen : Node2D
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player2Card.GetNode<Label>("Status").Hide();
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}
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Connection.Instance.OnObserveWin += ObserveWin;
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Connection.Instance.OnObserveDraw += ObserveDraw;
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Connection.Instance.OnObserveTerminated += ObserveTerminated;
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Connection.Instance.OnObserveWin += winner => { _lastMove = true; _winner = winner; };
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Connection.Instance.OnObserveDraw += () => _lastMove = true;
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Connection.Instance.OnObserveTerminated += () => PopupMessage("Match Terminated");
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Connection.Instance.OnObserveMove += ObserveMove;
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Connection.Instance.OnTournamentEnd += ShowTournamentScoreboard;
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Connection.Instance.OnWSDisconnect += () => GetTree().ChangeSceneToFile("res://scenes/main_menu.tscn");
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}
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public override void _Process(double delta)
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@@ -90,13 +95,27 @@ public partial class BoardScreen : Node2D
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{
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currentTimeout -= delta;
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}
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if (_lastMove)
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{
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_lastMoveTimer -= (float) delta;
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}
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if (_lastMoveTimer <= 0.0f)
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{
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if (_winner == "")
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{
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PopupMessage("Draw!");
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}
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else
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{
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PopupMessage(_winner + " wins!");
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}
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}
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}
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public override void _ExitTree()
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{
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Connection.Instance.OnObserveWin -= ObserveWin;
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Connection.Instance.OnObserveDraw -= ObserveDraw;
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Connection.Instance.OnObserveTerminated -= ObserveTerminated;
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Connection.Instance.OnObserveMove -= ObserveMove;
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Connection.Instance.OnTournamentEnd -= ShowTournamentScoreboard;
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}
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@@ -116,27 +135,13 @@ public partial class BoardScreen : Node2D
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Connection.Instance.PreviousMoves.Add((username, column));
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}
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private void ObserveWin(string winner)
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{
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PopupMessage(winner + " wins!");
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}
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private void ObserveDraw()
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{
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PopupMessage("Draw!");
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}
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private void ObserveTerminated()
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{
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PopupMessage("Match Terminated");
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}
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private void PopupMessage(string message)
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{
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var popup = new Popup();
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popup.AlwaysOnTop = true;
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popup.PopupCentered();
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popup.Size = new Vector2I(200, 100);
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popup.Theme = GD.Load<Theme>("res://assets/theme.tres");
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var text = new Label();
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text.Text = message;
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var sfx = new AudioStreamPlayer();
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@@ -1,5 +1,4 @@
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using Godot;
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using System;
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using System.Collections.Generic;
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public partial class BracketScene : Control
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@@ -32,6 +31,8 @@ public partial class BracketScene : Control
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Connection.Instance.OnUpdatedPlayers += UpdatePlayers;
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Connection.Instance.OnUpdatedMatches += UpdateMatches;
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Connection.Instance.OnWatchGameAck += TransitionToBoard;
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Connection.Instance.OnTournamentEnd += ShowTournamentScoreboard;
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Connection.Instance.OnWSDisconnect += () => GetTree().ChangeSceneToFile("res://scenes/main_menu.tscn");
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}
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public override void _ExitTree()
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@@ -39,6 +40,7 @@ public partial class BracketScene : Control
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Connection.Instance.OnUpdatedPlayers -= UpdatePlayers;
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Connection.Instance.OnUpdatedMatches -= UpdateMatches;
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Connection.Instance.OnWatchGameAck -= TransitionToBoard;
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Connection.Instance.OnTournamentEnd -= ShowTournamentScoreboard;
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}
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private void UpdatePlayers(List<PlayerData> playerList)
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@@ -106,4 +108,39 @@ public partial class BracketScene : Control
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{
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GetTree().ChangeSceneToFile(BOARD_SCENE_PATH);
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}
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private void ShowTournamentScoreboard(List<(string, int)> playerScoreboard)
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{
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var scoreboardWindow = new Window();
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scoreboardWindow.Theme = GD.Load<Theme>("res://assets/theme.tres");
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scoreboardWindow.AlwaysOnTop = true;
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scoreboardWindow.MaximizeDisabled = true;
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scoreboardWindow.Unresizable = true;
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scoreboardWindow.InitialPosition = Window.WindowInitialPosition.CenterMainWindowScreen;
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scoreboardWindow.Size = new Vector2I(256, 512);
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scoreboardWindow.CloseRequested += () =>
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{
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GetTree().Root.RemoveChild(scoreboardWindow);
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};
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var tree = new Tree();
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tree.HideRoot = true;
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tree.Columns = 2;
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tree.ColumnTitlesVisible = true;
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tree.Theme = GD.Load<Theme>("res://assets/theme.tres");
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tree.SetColumnTitle(0, "Player");
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tree.SetColumnTitle(1, "Score");
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var root = tree.CreateItem();
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foreach ((string, int) entry in playerScoreboard)
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{
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var item = tree.CreateItem(root);
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item.SetText(0, entry.Item1);
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item.SetText(1, entry.Item2.ToString());
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}
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scoreboardWindow.AddChild(tree);
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GetTree().Root.AddChild(scoreboardWindow);
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}
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}
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@@ -1,23 +1,19 @@
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using Godot;
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using System;
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public partial class ConnectButtonUI : Button
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{
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[Export] public TextEdit AddressUi;
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[Export] public TextEdit AddressField;
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[Export] public Label ErrorLabel;
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private const string BRACKET_SCENE_PATH = "res://scenes/bracket_view.tscn";
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public override void _Ready()
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{
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Connection.Instance.OnWSConnectionSuccess += () => GetTree().ChangeSceneToFile(BRACKET_SCENE_PATH);
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Connection.Instance.OnWSConnectionFailed += () => ErrorLabel.Text = "Couldn't connect to server! " + Connection.Instance.LastError;
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}
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public override void _Pressed()
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{
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if (Connection.Instance.Connect(AddressUi.Text))
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{
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GD.Print("Success!");
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GetTree().ChangeSceneToFile(BRACKET_SCENE_PATH);
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}
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else
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{
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ErrorLabel.Text = "Couldn't connect to server!";
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}
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base._Pressed();
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Connection.Instance.Connect(AddressField.Text);
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}
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}
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@@ -9,8 +9,7 @@ public partial class Connection : Node
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public static Connection Instance { get; private set; }
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private WebSocketPeer _webSocket = new WebSocketPeer();
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private bool _firstConnect = true;
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private WebSocketPeer _webSocket = new ();
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private Thread _gameListThread;
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private bool _gameListThreadRunning;
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@@ -33,15 +32,18 @@ public partial class Connection : Node
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public event Action OnStartTournamentAck;
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public event Action<List<(string, int)>> OnTournamentEnd;
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public event Action OnBecomeAdmin;
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public event Action OnWSConnectionSuccess;
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public event Action OnWSConnectionFailed;
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public event Action OnWSDisconnect;
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// Already prints to console
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public event Action<string, string> OnError;
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public event Action<string> OnError;
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public bool IsAdmin { get; private set; }
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public bool IsPlayer { get; private set; }
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public bool ActiveTournament { get; private set; }
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public List<(string, int)> PreviousMoves { get; private set; } = new List<(string, int)>();
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public List<(string, int)> PreviousMoves { get; private set; } = [];
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public double CurrentWaitTimeout { get; private set; } = 5.0;
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@@ -49,6 +51,11 @@ public partial class Connection : Node
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private bool IsSocketOpen => _webSocket.GetReadyState() == WebSocketPeer.State.Open;
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private bool _connecting = false;
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private bool _connected = false;
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public String LastError = "";
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public override void _Ready()
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{
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Instance = this;
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@@ -56,37 +63,19 @@ public partial class Connection : Node
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_webSocket.HeartbeatInterval = 5.0;
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}
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public bool Connect(string address)
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public void Connect(string address)
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{
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if (_webSocket.GetReadyState() == WebSocketPeer.State.Open)
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_connecting = true;
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if (_connected)
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{
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return false;
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return;
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}
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Error error = _webSocket.ConnectToUrl(address);
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if (error != Error.Ok)
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{
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return false;
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LastError = error.ToString();
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}
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_webSocket.Poll();
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while (_webSocket.GetReadyState() == WebSocketPeer.State.Connecting)
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{
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_webSocket.Poll();
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Thread.Sleep(TimeSpan.FromMilliseconds(5));
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}
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if (_webSocket.GetReadyState() != WebSocketPeer.State.Open)
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{
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return false;
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}
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_webSocket.SetHeartbeatInterval(5.0);
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_webSocket.HeartbeatInterval = 5.0;
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_firstConnect = false;
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StartGameListRefreshLoop();
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return true;
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}
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public override void _ExitTree()
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@@ -94,24 +83,50 @@ public partial class Connection : Node
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StopGameListRefreshLoop();
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}
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public override void _PhysicsProcess(double delta)
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public override void _Process(double delta)
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{
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_webSocket.Poll();
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WebSocketPeer.State state = _webSocket.GetReadyState();
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if ((state == WebSocketPeer.State.Closed || state == WebSocketPeer.State.Closing) && !_firstConnect)
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{
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StopGameListRefreshLoop();
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GD.PrintErr("Connection lost.");
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//GetTree().Quit();
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}
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if (IsSocketOpen)
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if (state == WebSocketPeer.State.Open)
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{
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if (_connecting)
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{
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_connecting = false;
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_connected = true;
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OnWSConnectionSuccess?.Invoke();
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StartGameListRefreshLoop();
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}
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while (_webSocket.GetAvailablePacketCount() > 0)
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{
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string message = _webSocket.GetPacket().GetStringFromUtf8();
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HandleServerMessage(message);
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}
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}
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else if (state == WebSocketPeer.State.Connecting)
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{
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// Do nothing
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}
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else if (state == WebSocketPeer.State.Closing)
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{
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// Do nothing
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}
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else if (state == WebSocketPeer.State.Closed)
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{
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if (_connecting)
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{
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_connecting = false;
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OnWSConnectionFailed?.Invoke();
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}
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else if (_connected)
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{
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_connected = false;
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StopGameListRefreshLoop();
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var code = _webSocket.GetCloseCode();
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var reason = _webSocket.GetCloseReason();
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GD.PrintErr("WebSocket closed with code: " + code + ", reason " + reason + ". Clean: " + (code != -1));
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OnWSDisconnect?.Invoke();
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}
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}
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}
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@@ -220,6 +235,12 @@ public partial class Connection : Node
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SendCommand("TOURNAMENT", "START");
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}
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public void CancelTournament()
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{
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if (!IsAdmin) return;
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SendCommand("TOURNAMENT", "CANCEL");
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}
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public void TerminateGame(int matchID)
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{
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if (!IsAdmin) return;
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@@ -317,8 +338,8 @@ public partial class Connection : Node
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HandleTournamentMessage(body);
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break;
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case "ERROR":
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HandleErrorMessage(body);
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GD.PrintErr($"Error: {body}");
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GD.PrintErr(message);
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OnError?.Invoke(message);
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break;
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default:
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GD.Print($"Unhandled server message: {message}");
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@@ -495,19 +516,4 @@ public partial class Connection : Node
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}
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}
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}
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private void HandleErrorMessage(string body)
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{
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if (string.IsNullOrWhiteSpace(body))
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{
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OnError?.Invoke("UNKNOWN", string.Empty);
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return;
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}
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string[] segments = body.Split(':');
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string code = segments.Length > 0 ? segments[0].Trim().ToUpperInvariant() : "UNKNOWN";
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string detail = segments.Length > 1 ? string.Join(":", segments, 1, segments.Length - 1).Trim() : string.Empty;
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OnError?.Invoke(code, detail);
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}
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}
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Reference in New Issue
Block a user