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@@ -11,7 +11,7 @@ config_version=5
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[application]
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config/name="Connect4 Observer"
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config/version="0.2.0"
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config/version="1.0.0"
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run/main_scene="uid://dcx5nvs0pa7me"
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config/features=PackedStringArray("4.5", "C#", "Forward Plus")
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boot_splash/image="uid://dd7lvnidxr5ss"
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@@ -20,10 +20,10 @@ metadata/_snap_enabled = true
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_left = -659.0
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offset_top = -558.0
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offset_right = 619.0
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offset_bottom = 466.0
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offset_left = -658.0
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offset_top = -547.0
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offset_right = 668.0
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offset_bottom = 657.0
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grow_horizontal = 2
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grow_vertical = 2
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texture = SubResource("GradientTexture2D_yqjtg")
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@@ -58,6 +58,7 @@ public partial class Connection : Node
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private bool _connected = false;
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private List<(string, int)> _lastScoreboard = [];
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private bool _shouldShowTournamentResults = false;
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private float _refreshGamePlayerListTimer = 5.0f;
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public override void _Ready()
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{
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@@ -83,11 +84,6 @@ public partial class Connection : Node
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}
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}
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public override void _ExitTree()
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{
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StopGameListRefreshLoop();
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}
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public override void _Process(double delta)
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{
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_webSocket.Poll();
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@@ -100,7 +96,18 @@ public partial class Connection : Node
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_connected = true;
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LastError = "";
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OnWsConnectionSuccess?.Invoke();
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StartGameListRefreshLoop();
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UpdateGameList();
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UpdatePlayerList();
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_refreshGamePlayerListTimer = 5.0f;
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} else if (_refreshGamePlayerListTimer <= 0.0f)
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{
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UpdateGameList();
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UpdatePlayerList();
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_refreshGamePlayerListTimer = 5.0f;
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}
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else
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{
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_refreshGamePlayerListTimer -= (float) delta;
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}
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while (_webSocket.GetAvailablePacketCount() > 0)
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@@ -144,7 +151,7 @@ public partial class Connection : Node
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CurrentWaitTimeout = 5.0;
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ActiveTournament = false;
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DemoMode = false;
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StopGameListRefreshLoop();
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_refreshGamePlayerListTimer = 5.0f;
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var code = _webSocket.GetCloseCode();
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var reason = _webSocket.GetCloseReason();
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LastError = "Unexpected Disconnect. Reason: " + reason + ", Code: " + code;
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@@ -190,45 +197,6 @@ public partial class Connection : Node
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SendCommand("GAME", "LIST");
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}
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private void StartGameListRefreshLoop()
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{
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if (_gameListThreadRunning)
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{
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return;
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}
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_gameListThreadRunning = true;
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_gameListThread = new Thread(() =>
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{
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while (_gameListThreadRunning)
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{
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if (IsSocketOpen)
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{
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UpdateGameList();
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UpdatePlayerList();
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}
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Thread.Sleep(TimeSpan.FromSeconds(5));
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}
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})
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{
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IsBackground = true
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};
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_gameListThread.Start();
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}
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private void StopGameListRefreshLoop()
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{
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if (!_gameListThreadRunning)
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{
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return;
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}
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_gameListThreadRunning = false;
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_gameListThread?.Join();
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_gameListThread = null;
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}
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public void UpdatePlayerList()
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{
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SendCommand("PLAYER", "LIST");
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@@ -433,8 +401,8 @@ public partial class Connection : Node
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}
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case "START":
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{
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OnStartTournamentAck?.Invoke();
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ActiveTournament = true;
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OnStartTournamentAck?.Invoke();
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break;
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}
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case "CANCEL":
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