extends Node export var monitor_enabled: bool = false export var debug: bool = false 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 start_time: int = 0 var started: bool = false var player: Dictionary = {} 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 frames: Array = [] var coins: int = 0 var points: int = 0 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: Event.connect("object_created", self, "_object_created") Event.connect("object_updated", self, "_object_updated") Event.connect("object_removed", self, "_object_removed") Event.connect("game_started", self, "_on_game_started") Event.connect("player_died", self, "_on_game_over") Event.connect("player_won", self, "_on_game_won") Event.connect("coin_collected", self, "_on_coin_update") game_version = get_parent().game_version player["rut"] = "" player["name"] = "" player["email"] = "" 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 game["player"] = player game["level_id"] = 0 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"] = false game["timestamp"] = int(Time.get_unix_time_from_system()) game["frames"] = frames var err = $HTTPRequest.connect("request_completed", self, "_on_request_completed") if err != OK: print(err) err = $MonitorGUI.find_node("Button").connect("input_validated", self, "_on_input_validated") if err != OK: print(err) func _physics_process(_delta: float) -> void: if monitor_enabled: if has_node("MonitorGUI") and not $MonitorGUI.visible: $MonitorGUI.visible = true Event.emit_signal("monitor_loaded") if started and not get_tree().paused: var frame = empty_frame.duplicate(true) frame["coins"] = coins frame["points"] = points frame["fps"] = Engine.get_frames_per_second() frame["elapsed_time"] = Time.get_ticks_msec() - start_time var frame_objects = objects.duplicate() frame["objects"] = frame_objects frames.append(frame) if Input.is_action_just_pressed("Send"): stop_monitor() send_data() else: if Input.is_action_just_pressed("Send"): start_monitor() else: get_tree().paused = false Event.emit_signal("monitor_loaded") queue_free() func _on_input_validated(validated_player: Dictionary) -> void: $MonitorGUI.queue_free() get_tree().paused = false Event.emit_signal("game_started") player = validated_player.duplicate(true) game["player"] = player func _object_created(name: String, state: String, position: Vector2, velocity: Vector2) -> void: if monitor_enabled: add_object(name, state, position, velocity) func _object_updated(name: String, state: String, position: Vector2, velocity: Vector2) -> void: if monitor_enabled: remove_object(name) add_object(name, state, position, velocity) func _object_removed(name: String) -> void: if monitor_enabled: remove_object(name) func start_monitor() -> void: frames.clear() game["level_id"] = 2 # PrototypeR game["won"] = false coins = 0 points = 0 game["timestamp"] = int(Time.get_unix_time_from_system()) start_time = Time.get_ticks_msec() started = true func stop_monitor() -> void: started = false 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) return 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))) if not debug: $HTTPRequest.request(url + "/game", headers, false, HTTPClient.METHOD_POST, body) else: var file = File.new() if file.open("user://game.json", File.WRITE) != 0: print_debug("Could not open game.json for writing!") return file.store_string(json) file.close() 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 _on_game_started() -> void: print_debug("started game") if not started: start_monitor() func _on_game_over() -> void: if started: stop_monitor() game["won"] = false send_data() func _on_game_won() -> void: if started: stop_monitor() game["won"] = true send_data()