Get monitor working and communicating with backend

This commit is contained in:
Chris Cromer 2022-06-29 13:29:11 -04:00 committed by Gitea
parent d79864c05d
commit 9f3e78fa94
6 changed files with 332 additions and 4 deletions

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@ -1,8 +1,11 @@
[gd_scene load_steps=3 format=2]
[gd_scene load_steps=4 format=2]
[ext_resource path="res://Main.gdns" type="Script" id=1]
[ext_resource path="res://levels/Level2.tscn" type="PackedScene" id=2]
[ext_resource path="res://monitor/Monitor.tscn" type="PackedScene" id=3]
[node name="Main" type="Node"]
script = ExtResource( 1 )
level = ExtResource( 2 )
[node name="Monitor" parent="." instance=ExtResource( 3 )]

250
godot/monitor/Monitor.gd Normal file
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@ -0,0 +1,250 @@
extends Node
export var development_url: String = "http://localhost:4050/api/v1"
var url_real: String = "https://alai.cromer.cl/api/v1"
export var use_development_url: bool = false
onready var url: String = development_url if use_development_url else url_real
var player: Dictionary = {}
var level_id: int = 2 # PrototypeR
var os_id: int = 0
var godot_version: Dictionary = Engine.get_version_info()
var processor_count: int = OS.get_processor_count()
var screen_count: int = OS.get_screen_count()
var screen_dpi: int = OS.get_screen_dpi()
var screen_size: Vector2 = OS.get_screen_size()
var machine_id: String = OS.get_unique_id()
var locale: String = OS.get_locale()
var game_version: String
var won: bool = false
var timestamp: int = OS.get_unix_time()
var frames: Array = []
var coins: int = 0
var points: int = 0
onready var start_time: int = OS.get_ticks_msec()
var objects: Array = []
const empty_object: Dictionary = {
"name": "Object Name",
"state": "Object State",
"position_x": 0,
"position_y": 0,
"velocity_x": 0,
"velocity_y": 0
}
const empty_frame: Dictionary = {
"coins": 0,
"points": 0,
"fps": 0,
"elapsed_time": 0,
"objects": [],
}
# The game dictionary holds all data to be sent to the server
var game: Dictionary = {}
func _ready() -> void:
game_version = get_parent().game_version
player["rut"] = "23.660.457-8"
player["name"] = "Chris Cromer"
player["email"] = "chris@cromer.cl"
var os_name = OS.get_name()
if os_name == "Android":
os_id = 1
elif os_name == "iOS":
os_id = 2
elif os_name == "HTML5":
os_id = 3
elif os_name == "OSX":
os_id = 4
elif os_name == "Server":
os_id = 5
elif os_name == "Windows":
os_id = 6
elif os_name == "UWP":
os_id = 7
elif os_name == "X11":
os_id = 8
else:
os_id = 0
player["rut"] = clean_rut(player["rut"])
game["player"] = player
game["level_id"] = level_id
game["os_id"] = os_id
game["godot_version"] = godot_version
game["processor_count"] = processor_count
game["machine_id"] = machine_id
game["locale"] = locale
game["screen_count"] = screen_count
game["screen_dpi"] = screen_dpi
game["screen_size"] = screen_size
game["game_version"] = game_version
game["won"] = won
game["timestamp"] = timestamp
game["frames"] = frames
var err = $HTTPRequest.connect("request_completed", self, "_on_request_completed")
if err != OK:
print(err)
func _physics_process(_delta: float) -> void:
var frame = empty_frame.duplicate(true)
frame["coins"] = coins
frame["points"] = points
frame["fps"] = Engine.get_frames_per_second()
frame["elapsed_time"] = OS.get_ticks_msec() - start_time
var frame_objects = objects.duplicate()
frame["objects"] = frame_objects
frames.append(frame)
if Input.is_action_just_pressed("Send"):
send_data()
func _object_created(name: String, state: String, position: Vector2, velocity: Vector2) -> void:
add_object(name, state, position, velocity)
func _object_updated(name: String, state: String, position: Vector2, velocity: Vector2) -> void:
remove_object(name)
add_object(name, state, position, velocity)
func _object_removed(name: String) -> void:
remove_object(name)
func add_object(name: String, state: String, position: Vector2, velocity: Vector2) -> void:
var object = empty_object.duplicate(true)
object["name"] = name
object["state"] = state
object["position_x"] = position.x
object["position_y"] = position.y
object["velocity_x"] = velocity.x
object["velocity_y"] = velocity.y
objects.append(object)
func remove_object(name: String) -> void:
for i in range(0, objects.size()):
if objects[i]["name"] == name:
objects.remove(i)
func _on_coin_update(amount: int) -> void:
coins = coins + amount
func _on_request_completed(result: int, response_code: int, headers: PoolStringArray, body: PoolByteArray) -> void:
if result != HTTPRequest.RESULT_SUCCESS:
print_debug("Error: Failed to connect with error code: " + str(result))
return
if response_code != HTTPClient.RESPONSE_OK:
print_debug("Error: Failed response with error code: " + str(response_code))
print_debug(headers)
if body.size() > 0:
var json = JSON.parse(body.get_string_from_utf8())
print_debug(JSON.print(json.result, "\t"))
func send_data() -> void:
var json = JSON.print(game)
var headers = ["Content-Type: application/json", "Content-Encoding: gzip", "Content-Transfer-Encoding: base64"]
var body = compress_payload(json)
print("JSON B: " + String(json.length()))
print("JSON MB: " + String(json.length() / pow(2, 20)))
print("Body B: " + String(body.length()))
print("Body MB: " + String(body.length() / pow(2, 20)))
$HTTPRequest.request(url + "/game", headers, false, HTTPClient.METHOD_POST, body)
func compress_payload(payload: String) -> String:
var bytes = payload.to_utf8()
var compressed = bytes.compress(File.COMPRESSION_GZIP)
var new_payload = Marshalls.raw_to_base64(compressed)
return new_payload
func clean_rut(rut: String) -> String:
rut = rut.strip_escapes()
rut = rut.strip_edges(true, true)
rut = rut.to_lower()
rut = rut.replace(".", "")
rut = rut.replace("-", "")
return rut
func is_rut_valid(rut: String) -> bool:
rut = clean_rut(rut)
if rut.length() < 8 or rut.length() > 9:
print_debug("RUT length is invalid!")
return false
var rutTemp: String = rut.substr(0, rut.length() - 1)
var verifier: String = rut.substr(rut.length() - 1, 1)
print("Rut: " + rutTemp)
print("Verifier: " + verifier)
if not rutTemp.is_valid_integer():
print_debug("RUT isn't a valid integer!")
return false
if rutTemp.to_int() > 50000000:
print_debug("RUT is too large, that is a company!")
return false
if verifier != generate_verifier(rut):
return false
return true
func generate_verifier(rut: String) -> String:
if not rut.is_valid_integer():
print_debug("RUT isn't a valid integer!")
return ""
var multiplier: int = 2
var sum: int = 0
var remainder: int = 0
var division: int = 0
var rutLength: int = rut.length()
var i: int = rutLength - 1
while i >= 0:
sum = sum + rut.substr(i, i + 1).to_int() * multiplier
multiplier = multiplier + 1
if multiplier == 8:
multiplier = 2
i = i - 1
var tempSum: float = int(sum)
division = int(floor(tempSum / 11))
division = division * 11
remainder = sum - division
if remainder != 0:
remainder = 11 - remainder
if remainder == 10:
return "k"
else:
return String(remainder)

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@ -1,5 +1,9 @@
[gd_scene format=2]
[gd_scene load_steps=2 format=2]
[ext_resource path="res://monitor/Monitor.gd" type="Script" id=1]
[node name="Monitor" type="Node"]
script = ExtResource( 1 )
use_development_url = true
[node name="Sender" type="Node" parent="."]
[node name="HTTPRequest" type="HTTPRequest" parent="."]

View File

@ -9,6 +9,7 @@ void Main::_register_methods()
{
register_method("_ready", &Main::_ready);
register_method("_physics_process", &Main::_physics_process);
register_property<Main, String>("game_version", &Main::set_game_version, &Main::get_game_version, String(main::game_version.c_str()));
register_property<Main, Ref<PackedScene>>("level", &Main::set_level, &Main::get_level, NULL, GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, String("PackedScene"));
register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, main::full_screen);
register_property<Main, Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, main::window_size);
@ -28,6 +29,7 @@ void Main::_init()
_os = OS::get_singleton();
_input = Input::get_singleton();
game_version = String(main::game_version.c_str());
full_screen = main::full_screen;
window_size = main::window_size;
launch_screen = main::launch_screen;
@ -71,6 +73,16 @@ Ref<PackedScene> Main::get_level()
return this->level;
}
void Main::set_game_version(String game_version)
{
this->game_version = game_version;
}
String Main::get_game_version()
{
return this->game_version;
}
void Main::set_full_screen(bool full_screen)
{
this->full_screen = full_screen;

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@ -1,6 +1,7 @@
#ifndef ALAI_MAIN_H
#define ALAI_MAIN_H
#include <string>
#include <Godot.hpp>
#include <Node.hpp>
#include <OS.hpp>
@ -21,6 +22,11 @@ namespace godot
*/
namespace main
{
/**
* @brief The default value for the game version.
*
*/
const std::string game_version = "0.1.0";
/**
* @brief The default value for if the game should start in full screen.
*
@ -64,6 +70,11 @@ namespace godot
*
*/
Ref<PackedScene> level;
/**
* @brief The current version of the game.
*
*/
String game_version;
/**
* @brief If the window is full screen or not.
*
@ -137,6 +148,20 @@ namespace godot
*/
Ref<PackedScene> get_level();
/**
* @brief Set the game version object.
*
* @param[in] game_version The new version fo the game.
*/
void set_game_version(String game_version);
/**
* @brief Get the game version object.
*
* @return String The current version of the game.
*/
String get_game_version();
/**
* @brief Set the full screen object.
*

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@ -5,6 +5,7 @@
#include <VisibilityNotifier2D.hpp>
#include <SceneTree.hpp>
#include <Texture.hpp>
#include <Viewport.hpp>
using namespace godot;
using namespace player;
@ -21,6 +22,9 @@ void Player::_register_methods()
register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, player::gravity);
register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, player::run_speed);
register_property<Player, bool>("double_jump", &Player::set_double_jump, &Player::get_double_jump, player::double_jump);
register_signal<Player>("object_created", "name", GODOT_VARIANT_TYPE_STRING, "state", GODOT_VARIANT_TYPE_STRING, "position", GODOT_VARIANT_TYPE_VECTOR2, "velocity", GODOT_VARIANT_TYPE_VECTOR2);
register_signal<Player>("object_updated", "name", GODOT_VARIANT_TYPE_STRING, "state", GODOT_VARIANT_TYPE_STRING, "position", GODOT_VARIANT_TYPE_VECTOR2, "velocity", GODOT_VARIANT_TYPE_VECTOR2);
register_signal<Player>("object_removed", "name", GODOT_VARIANT_TYPE_STRING);
}
Player::Player()
@ -58,7 +62,6 @@ void Player::_ready()
//animated_sprite->set_sprite_frames(sprite_frames);
auto node = get_parent()->find_node("Middleground");
if (node != nullptr)
{
auto tile_map = Object::cast_to<TileMap>(node);
@ -69,6 +72,27 @@ void Player::_ready()
{
WARN_PRINT("Middleground not found!");
}
auto object_node = get_tree()->get_root()->get_node("Main")->find_node("Monitor");
if (object_node != nullptr)
{
auto state = get_node("StateMachine")->get_child(0);
if (state != nullptr)
{
connect("object_created", object_node, "_object_created");
connect("object_updated", object_node, "_object_updated");
connect("object_removed", object_node, "_object_removed");
emit_signal("object_created", this->get_name(), state->get_name(), get_global_position(), velocity);
}
else
{
WARN_PRINT("State not found!");
}
}
else
{
WARN_PRINT("Data not found!");
}
}
void Player::_physics_process(float delta)
@ -110,6 +134,16 @@ void Player::_physics_process(float delta)
}
}
}
auto state = get_node("StateMachine")->get_child(0);
if (state != nullptr)
{
emit_signal("object_updated", this->get_name(), state->get_name(), get_global_position(), velocity);
}
else
{
WARN_PRINT("State not found!");
}
}
void Player::set_sprite_frames(Ref<SpriteFrames> sprite_frames)