added game client functionality
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@@ -11,5 +11,6 @@ config_version=5
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[application]
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config/name="Multiplayer Game Test"
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run/main_scene="res://scenes/ui/testinterface.tscn"
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config/features=PackedStringArray("4.2", "Forward Plus")
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config/icon="res://icon.svg"
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29
project/scenes/ui/testinterface.tscn
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29
project/scenes/ui/testinterface.tscn
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@@ -0,0 +1,29 @@
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[gd_scene load_steps=2 format=3 uid="uid://bsno04jv8uvxe"]
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[ext_resource type="Script" path="res://scripts/ui/testinterface.gd" id="1_g1tlq"]
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[node name="TestInterface" type="Control"]
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layout_mode = 3
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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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grow_horizontal = 2
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grow_vertical = 2
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script = ExtResource("1_g1tlq")
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[node name="Button" type="Button" parent="."]
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layout_mode = 1
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -108.5
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offset_top = -56.0
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offset_right = 108.5
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offset_bottom = 56.0
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grow_horizontal = 2
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grow_vertical = 2
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text = "Test websocket"
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[connection signal="pressed" from="Button" to="." method="_on_button_pressed"]
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42
project/scripts/ui/testinterface.gd
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42
project/scripts/ui/testinterface.gd
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@@ -0,0 +1,42 @@
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extends Control
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var websocket_url = "wss://acecore.lol:4477/ws"
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var websocket_peer = WebSocketPeer.new()
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var payload: Dictionary = {
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"type": "broadcast",
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"msg": "TESTBUTTON_PRESSED"
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}
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func _ready():
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var error = websocket_peer.connect_to_url(websocket_url)
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if error == OK:
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print("Connected to WebSocket server")
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send_message("Connected client")
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else:
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print("Failed to connect to WebSocket server")
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func _process(_delta):
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websocket_peer.poll()
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var state = websocket_peer.get_ready_state()
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if state == WebSocketPeer.STATE_OPEN:
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while websocket_peer.get_available_packet_count():
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print("Packet: ", websocket_peer.get_packet().get_string_from_utf8())
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elif state == WebSocketPeer.STATE_CLOSING:
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# Keep polling to achieve proper close.
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pass
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elif state == WebSocketPeer.STATE_CLOSED:
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var code = websocket_peer.get_close_code()
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var reason = websocket_peer.get_close_reason()
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print("WebSocket closed with code: %d, reason %s. Clean: %s" % [code, reason, code != -1])
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set_process(false)
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func send_message(message: String) -> void:
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var state = websocket_peer.get_ready_state()
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if state == WebSocketPeer.STATE_OPEN:
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websocket_peer.send(str(payload).to_utf8_buffer())
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else:
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print("WebSocket connection is not open. Current state: ", state)
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func _on_button_pressed():
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send_message("Test button pressed")
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