228 lines
5.7 KiB
GDScript
228 lines
5.7 KiB
GDScript
extends Node
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signal monitor_loaded()
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export var monitor_enabled: bool = false
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export var development_url: String = "http://localhost:4050/api/v1"
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var url_real: String = "https://alai.cromer.cl/api/v1"
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export var use_development_url: bool = false
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onready var url: String = development_url if use_development_url else url_real
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var start_time: int = 0
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var started: bool = false
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var player: Dictionary = {}
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var os_id: int = 0
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var godot_version: Dictionary = Engine.get_version_info()
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var processor_count: int = OS.get_processor_count()
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var screen_count: int = OS.get_screen_count()
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var screen_dpi: int = OS.get_screen_dpi()
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var screen_size: Vector2 = OS.get_screen_size()
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var machine_id: String = OS.get_unique_id()
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var locale: String = OS.get_locale()
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var game_version: String
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var frames: Array = []
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var coins: int = 0
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var points: int = 0
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var objects: Array = []
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const empty_object: Dictionary = {
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"name": "Object Name",
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"state": "Object State",
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"position_x": 0,
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"position_y": 0,
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"velocity_x": 0,
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"velocity_y": 0
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}
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const empty_frame: Dictionary = {
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"coins": 0,
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"points": 0,
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"fps": 0,
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"elapsed_time": 0,
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"objects": [],
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}
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# The game dictionary holds all data to be sent to the server
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var game: Dictionary = {}
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func _ready() -> void:
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game_version = get_parent().game_version
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player["rut"] = ""
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player["name"] = ""
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player["email"] = ""
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var os_name = OS.get_name()
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if os_name == "Android":
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os_id = 1
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elif os_name == "iOS":
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os_id = 2
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elif os_name == "HTML5":
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os_id = 3
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elif os_name == "OSX":
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os_id = 4
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elif os_name == "Server":
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os_id = 5
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elif os_name == "Windows":
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os_id = 6
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elif os_name == "UWP":
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os_id = 7
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elif os_name == "X11":
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os_id = 8
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else:
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os_id = 0
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game["player"] = player
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game["level_id"] = 0
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game["os_id"] = os_id
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game["godot_version"] = godot_version
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game["processor_count"] = processor_count
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game["machine_id"] = machine_id
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game["locale"] = locale
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game["screen_count"] = screen_count
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game["screen_dpi"] = screen_dpi
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game["screen_size"] = screen_size
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game["game_version"] = game_version
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game["won"] = false
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game["timestamp"] = int(Time.get_unix_time_from_system())
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game["frames"] = frames
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var err = $HTTPRequest.connect("request_completed", self, "_on_request_completed")
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if err != OK:
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print(err)
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err = $MonitorGUI.find_node("Button").connect("input_validated", self, "_on_input_validated")
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if err != OK:
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print(err)
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func _physics_process(_delta: float) -> void:
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if monitor_enabled:
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if has_node("MonitorGUI") and not $MonitorGUI.visible:
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$MonitorGUI.visible = true
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emit_signal("monitor_loaded")
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if started and not get_tree().paused:
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var frame = empty_frame.duplicate(true)
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frame["coins"] = coins
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frame["points"] = points
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frame["fps"] = Engine.get_frames_per_second()
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frame["elapsed_time"] = Time.get_ticks_msec() - start_time
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var frame_objects = objects.duplicate()
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frame["objects"] = frame_objects
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frames.append(frame)
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if Input.is_action_just_pressed("Send"):
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stop_monitor()
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send_data()
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else:
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if Input.is_action_just_pressed("Send"):
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start_monitor()
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else:
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get_tree().paused = false
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emit_signal("monitor_loaded")
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queue_free()
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func _on_input_validated(validated_player: Dictionary) -> void:
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$MonitorGUI.queue_free()
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get_tree().paused = false
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player = validated_player.duplicate(true)
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game["player"] = player
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func _object_created(name: String, state: String, position: Vector2, velocity: Vector2) -> void:
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if monitor_enabled:
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add_object(name, state, position, velocity)
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func _object_updated(name: String, state: String, position: Vector2, velocity: Vector2) -> void:
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if monitor_enabled:
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remove_object(name)
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add_object(name, state, position, velocity)
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func _object_removed(name: String) -> void:
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if monitor_enabled:
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remove_object(name)
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func start_monitor() -> void:
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frames.clear()
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game["level_id"] = 2 # PrototypeR
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game["won"] = false
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game["timestamp"] = int(Time.get_unix_time_from_system())
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start_time = Time.get_ticks_msec()
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started = true
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func stop_monitor() -> void:
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started = false
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func add_object(name: String, state: String, position: Vector2, velocity: Vector2) -> void:
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var object = empty_object.duplicate(true)
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object["name"] = name
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object["state"] = state
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object["position_x"] = position.x
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object["position_y"] = position.y
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object["velocity_x"] = velocity.x
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object["velocity_y"] = velocity.y
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objects.append(object)
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func remove_object(name: String) -> void:
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for i in range(0, objects.size()):
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if objects[i]["name"] == name:
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objects.remove(i)
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func _on_coin_update(amount: int) -> void:
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coins = coins + amount
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func _on_request_completed(result: int, response_code: int, headers: PoolStringArray, body: PoolByteArray) -> void:
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if result != HTTPRequest.RESULT_SUCCESS:
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print_debug("Error: Failed to connect with error code: " + str(result))
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return
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if response_code != HTTPClient.RESPONSE_OK:
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print_debug("Error: Failed response with error code: " + str(response_code))
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print_debug(headers)
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if body.size() > 0:
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var json = JSON.parse(body.get_string_from_utf8())
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print_debug(JSON.print(json.result, "\t"))
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func send_data() -> void:
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var json = JSON.print(game)
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var headers = ["Content-Type: application/json", "Content-Encoding: gzip", "Content-Transfer-Encoding: base64"]
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var body = compress_payload(json)
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print("JSON B: " + String(json.length()))
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print("JSON MB: " + String(json.length() / pow(2, 20)))
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print("Body B: " + String(body.length()))
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print("Body MB: " + String(body.length() / pow(2, 20)))
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$HTTPRequest.request(url + "/game", headers, false, HTTPClient.METHOD_POST, body)
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func compress_payload(payload: String) -> String:
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var bytes = payload.to_utf8()
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var compressed = bytes.compress(File.COMPRESSION_GZIP)
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var new_payload = Marshalls.raw_to_base64(compressed)
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return new_payload
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