Files
client/spacewar/menu/server_select.gd
T
anekdotin d3bed34c6c Add game mode categories, character creation, on-foot ship/hub mode, RAM currency, and in-ship navigation
Bundles several sessions' worth of previously uncommitted work: map
categories with Domination/Conquest/King of the Hill mode stubs and a
server-list mode filter; a procedurally-drawn character-creation screen
replacing the old callsign-only PROFILE overlay; the on-foot groundwork
(walkable station hub, ship interior, character controller) plus the RAM
currency backend; and today's addition, an in-ship Helldivers-2-style
navigation table that QUICK PLAY's queue/connect flow and the Belters/
Military hub travel now live behind, with hub-and-ship return paths and a
context-aware pause menu usable both in-match and inside the ship.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-19 12:30:22 -04:00

517 lines
17 KiB
GDScript

extends Control
# Replaces the old menu/server_browser.gd, which baked in its own race picker
# from before TeamSelect existed and was never wired to a button. This screen
# only picks a server (backed by the matchmaking API's GET /servers) and
# connects directly — race/ship selection happens in-world via TeamSelect,
# same as the matchmaking-queue join path.
const STATUS_COLOR := {
"available": Color(0.4, 0.9, 0.5),
"full": Color(0.95, 0.75, 0.3),
"offline": Color(0.55, 0.58, 0.65),
}
const PING_TIMEOUT_MSEC := 1500
const PING_COLOR_GOOD := Color(0.4, 0.9, 0.5)
const PING_COLOR_OK := Color(0.95, 0.75, 0.3)
const PING_COLOR_BAD := Color(0.9, 0.4, 0.4)
var _all_servers: Array = [] # every row from the last GET /servers, unfiltered
var _servers: Array = [] # _all_servers narrowed to _selected_category -- what's actually rendered/connectable
var _selected_category: String = "" # "" = ALL MODES; otherwise one of GameConfig.GAME_MODE_IDS
var _category_group: ButtonGroup
var _selected_index: int = -1
var _row_group: ButtonGroup
var _list_vbox: VBoxContainer
var _status_lbl: Label
var _connect_btn: Button
# Per-row PLAYERS/PING labels, index-aligned with _servers. Ping is measured
# by actively probing each server's UDP query port (game port + 1, see
# NetworkManager) rather than trusting the DB's static fields — the demo
# rows seeded by the matchmaking API aren't real reachable servers, so
# probing also doubles as a live "is this actually up" check for the ones
# that are.
var _players_labels: Array[Label] = []
var _ping_labels: Array[Label] = []
var _ping_probes: Array = [] # {udp: PacketPeerUDP, start_msec: int, done: bool} or null
func _ready() -> void:
_build_ui()
MusicManager.play_menu_music()
NetworkManager.connection_succeeded.connect(_on_connected)
NetworkManager.connection_failed.connect(_on_connect_failed)
_refresh_servers()
func _process(_delta: float) -> void:
if _ping_probes.is_empty():
return
var now := Time.get_ticks_msec()
for index in _ping_probes.size():
var probe = _ping_probes[index]
if probe == null or probe.done:
continue
var udp: PacketPeerUDP = probe.udp
if udp.get_available_packet_count() > 0:
var packet := udp.get_packet()
_apply_ping_result(index, packet.get_string_from_utf8(), now - probe.start_msec)
probe.done = true
elif now - probe.start_msec > PING_TIMEOUT_MSEC:
_apply_ping_result(index, "", -1)
probe.done = true
func _build_ui() -> void:
_add_bg()
_add_header()
_add_category_filters()
_add_list_panel()
_add_bottom_bar()
# Game-mode toggle bar (ALL MODES + one per GameConfig.GAME_MODE_IDS) -- a
# separate, filterable category from the map/address text each row already
# shows, so a player can narrow the list to e.g. just Team Deathmatch servers
# instead of reading mode off every row by eye. A ButtonGroup makes these
# mutually exclusive (radio-style), same pattern _row_group already uses for
# the server rows below.
func _add_category_filters() -> void:
var bar := HBoxContainer.new()
bar.anchor_left = 0.0
bar.anchor_top = 0.0
bar.anchor_right = 1.0
bar.anchor_bottom = 0.0
bar.offset_left = 60.0
bar.offset_top = 100.0
bar.offset_right = -60.0
bar.offset_bottom = 130.0
bar.add_theme_constant_override("separation", 8)
add_child(bar)
_category_group = ButtonGroup.new()
var categories: Array = [""]
categories.append_array(GameConfig.GAME_MODE_IDS)
for cat_id in categories:
bar.add_child(_make_category_button(cat_id))
func _make_category_button(cat_id: String) -> Button:
var btn := Button.new()
btn.text = "ALL MODES" if cat_id == "" else _format_mode_name(cat_id)
btn.toggle_mode = true
btn.button_pressed = cat_id == _selected_category
btn.button_group = _category_group
btn.custom_minimum_size = Vector2(0, 30)
btn.add_theme_font_size_override("font_size", 13)
var sn := StyleBoxFlat.new()
sn.bg_color = Color(1.0, 1.0, 1.0, 0.06)
sn.set_corner_radius_all(4)
sn.content_margin_left = 12.0
sn.content_margin_right = 12.0
var sh := StyleBoxFlat.new()
sh.bg_color = Color(1.0, 1.0, 1.0, 0.14)
sh.set_corner_radius_all(4)
sh.content_margin_left = 12.0
sh.content_margin_right = 12.0
var sp := StyleBoxFlat.new()
sp.bg_color = Color(1.0, 1.0, 1.0, 0.9)
sp.set_corner_radius_all(4)
sp.content_margin_left = 12.0
sp.content_margin_right = 12.0
btn.add_theme_stylebox_override("normal", sn)
btn.add_theme_stylebox_override("hover", sh)
btn.add_theme_stylebox_override("pressed", sp)
btn.add_theme_color_override("font_color", Color(0.85, 0.87, 0.92))
btn.add_theme_color_override("font_color_pressed", Color(0.05, 0.05, 0.08))
btn.pressed.connect(_on_category_selected.bind(cat_id))
return btn
func _on_category_selected(cat_id: String) -> void:
if _selected_category == cat_id:
return
_selected_category = cat_id
_apply_filter()
func _add_bg() -> void:
var bg := TextureRect.new()
bg.texture = load("res://assets/images/background/skybox/1.png")
bg.expand_mode = TextureRect.EXPAND_FIT_WIDTH_PROPORTIONAL
bg.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_COVERED
bg.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
add_child(bg)
var ov := ColorRect.new()
ov.color = Color(0.0, 0.0, 0.0, 0.6)
ov.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
add_child(ov)
func _add_header() -> void:
var title := Label.new()
title.text = "SERVER SELECT"
title.anchor_left = 0.0
title.anchor_top = 0.0
title.anchor_right = 0.0
title.anchor_bottom = 0.0
title.offset_left = 60.0
title.offset_top = 48.0
title.offset_right = 700.0
title.offset_bottom = 92.0
title.add_theme_font_size_override("font_size", 32)
title.add_theme_color_override("font_color", Color(1.0, 1.0, 1.0))
add_child(title)
func _add_list_panel() -> void:
var col_hdr := HBoxContainer.new()
col_hdr.anchor_left = 0.0
col_hdr.anchor_top = 0.0
col_hdr.anchor_right = 1.0
col_hdr.anchor_bottom = 0.0
col_hdr.offset_left = 60.0
col_hdr.offset_top = 142.0
col_hdr.offset_right = -60.0
col_hdr.offset_bottom = 166.0
add_child(col_hdr)
var h_name := _field_label("MODE / ADDRESS")
h_name.size_flags_horizontal = Control.SIZE_EXPAND_FILL
col_hdr.add_child(h_name)
var h_players := _field_label("PLAYERS")
h_players.custom_minimum_size = Vector2(100, 0)
h_players.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
col_hdr.add_child(h_players)
var h_ping := _field_label("PING")
h_ping.custom_minimum_size = Vector2(80, 0)
h_ping.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
col_hdr.add_child(h_ping)
var h_status := _field_label("STATUS")
h_status.custom_minimum_size = Vector2(120, 0)
h_status.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
col_hdr.add_child(h_status)
var sep := HSeparator.new()
sep.anchor_left = 0.0
sep.anchor_top = 0.0
sep.anchor_right = 1.0
sep.anchor_bottom = 0.0
sep.offset_left = 60.0
sep.offset_top = 170.0
sep.offset_right = -60.0
sep.offset_bottom = 174.0
sep.add_theme_color_override("color", Color(1.0, 1.0, 1.0, 0.2))
add_child(sep)
var scroll := ScrollContainer.new()
scroll.anchor_left = 0.0
scroll.anchor_top = 0.0
scroll.anchor_right = 1.0
scroll.anchor_bottom = 1.0
scroll.offset_left = 60.0
scroll.offset_top = 182.0
scroll.offset_right = -60.0
scroll.offset_bottom = -84.0
add_child(scroll)
_list_vbox = VBoxContainer.new()
_list_vbox.size_flags_horizontal = Control.SIZE_EXPAND_FILL
_list_vbox.add_theme_constant_override("separation", 2)
scroll.add_child(_list_vbox)
func _field_label(txt: String) -> Label:
var lbl := Label.new()
lbl.text = txt
lbl.add_theme_font_size_override("font_size", 12)
lbl.add_theme_color_override("font_color", Color(0.6, 0.63, 0.7))
return lbl
func _add_bottom_bar() -> void:
var back_btn := Button.new()
back_btn.text = "BACK"
back_btn.anchor_left = 0.0
back_btn.anchor_top = 1.0
back_btn.anchor_right = 0.0
back_btn.anchor_bottom = 1.0
back_btn.offset_left = 60.0
back_btn.offset_top = -60.0
back_btn.offset_right = 200.0
back_btn.offset_bottom = -20.0
back_btn.add_theme_font_size_override("font_size", 15)
back_btn.pressed.connect(_on_back)
add_child(back_btn)
var refresh_btn := Button.new()
refresh_btn.text = "REFRESH"
refresh_btn.anchor_left = 0.0
refresh_btn.anchor_top = 1.0
refresh_btn.anchor_right = 0.0
refresh_btn.anchor_bottom = 1.0
refresh_btn.offset_left = 216.0
refresh_btn.offset_top = -60.0
refresh_btn.offset_right = 356.0
refresh_btn.offset_bottom = -20.0
refresh_btn.add_theme_font_size_override("font_size", 15)
refresh_btn.pressed.connect(_refresh_servers)
add_child(refresh_btn)
_status_lbl = Label.new()
_status_lbl.text = ""
_status_lbl.anchor_left = 0.0
_status_lbl.anchor_top = 1.0
_status_lbl.anchor_right = 1.0
_status_lbl.anchor_bottom = 1.0
_status_lbl.offset_left = 372.0
_status_lbl.offset_top = -60.0
_status_lbl.offset_right = -216.0
_status_lbl.offset_bottom = -20.0
_status_lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
_status_lbl.add_theme_font_size_override("font_size", 13)
_status_lbl.add_theme_color_override("font_color", Color(0.6, 0.72, 0.86))
add_child(_status_lbl)
_connect_btn = Button.new()
_connect_btn.text = "CONNECT"
_connect_btn.disabled = true
_connect_btn.anchor_left = 1.0
_connect_btn.anchor_top = 1.0
_connect_btn.anchor_right = 1.0
_connect_btn.anchor_bottom = 1.0
_connect_btn.offset_left = -200.0
_connect_btn.offset_top = -60.0
_connect_btn.offset_right = -60.0
_connect_btn.offset_bottom = -20.0
_connect_btn.add_theme_font_size_override("font_size", 16)
_connect_btn.add_theme_color_override("font_color", Color(1.0, 1.0, 1.0))
var sn := StyleBoxFlat.new()
sn.bg_color = Color(1.0, 1.0, 1.0, 0.12)
sn.set_corner_radius_all(4)
var sh := StyleBoxFlat.new()
sh.bg_color = Color(1.0, 1.0, 1.0, 0.22)
sh.set_corner_radius_all(4)
var sd := StyleBoxFlat.new()
sd.bg_color = Color(1.0, 1.0, 1.0, 0.05)
sd.set_corner_radius_all(4)
_connect_btn.add_theme_stylebox_override("normal", sn)
_connect_btn.add_theme_stylebox_override("hover", sh)
_connect_btn.add_theme_stylebox_override("disabled", sd)
_connect_btn.pressed.connect(_on_connect)
add_child(_connect_btn)
# Fetches the full unfiltered server list from the API. Re-rendering for a
# category toggle (_on_category_selected()) doesn't need to hit the network
# again -- that's _apply_filter()'s job, working off _all_servers.
func _refresh_servers() -> void:
_status_lbl.add_theme_color_override("font_color", Color(0.6, 0.72, 0.86))
_status_lbl.text = "Loading servers..."
var result: Dictionary = await MatchmakingClient.list_servers()
if not result.ok:
_all_servers = []
_clear_rows()
_status_lbl.add_theme_color_override("font_color", Color(0.85, 0.4, 0.4))
_status_lbl.text = "Couldn't reach matchmaking service."
return
_all_servers = result.servers
_apply_filter()
func _clear_rows() -> void:
_selected_index = -1
_connect_btn.disabled = true
for child in _list_vbox.get_children():
child.queue_free()
for probe in _ping_probes:
if probe != null:
probe.udp.close()
_players_labels.clear()
_ping_labels.clear()
_ping_probes.clear()
# Narrows _all_servers down to _selected_category ("" = no filter, show
# everything) and rebuilds the row list from that -- the only place _servers
# (what rows/ping-probes/CONNECT actually index into) gets assigned.
func _apply_filter() -> void:
_clear_rows()
_status_lbl.add_theme_color_override("font_color", Color(0.6, 0.72, 0.86))
_servers = _all_servers.filter(
func(s): return _selected_category == "" or str(s.get("game_mode", "")) == _selected_category
)
if _servers.is_empty():
_status_lbl.text = (
"No servers online right now." if _selected_category == ""
else "No %s servers online right now." % _format_mode_name(_selected_category)
)
return
_status_lbl.text = ""
_row_group = ButtonGroup.new()
for i in _servers.size():
_list_vbox.add_child(_make_row(_servers[i], i))
_start_ping_probes()
func _start_ping_probes() -> void:
for i in _servers.size():
var server: Dictionary = _servers[i]
var udp := PacketPeerUDP.new()
var query_port := int(server.get("port", 0)) + NetworkManager.QUERY_PORT_OFFSET
if udp.connect_to_host(str(server.get("ip", "")), query_port) != OK:
_ping_probes.append(null)
continue
udp.put_packet(NetworkManager.PING_REQUEST.to_utf8_buffer())
_ping_probes.append({"udp": udp, "start_msec": Time.get_ticks_msec(), "done": false})
func _apply_ping_result(index: int, response: String, rtt_msec: int) -> void:
if index >= _ping_labels.size():
return
var ping_lbl := _ping_labels[index]
if response.begins_with("SPACEWAR_PONG:"):
var parts := response.split(":")
if parts.size() >= 3:
_players_labels[index].text = "%s / %s" % [parts[1], parts[2]]
ping_lbl.text = "%d ms" % rtt_msec
if rtt_msec <= 80:
ping_lbl.add_theme_color_override("font_color", PING_COLOR_GOOD)
elif rtt_msec <= 180:
ping_lbl.add_theme_color_override("font_color", PING_COLOR_OK)
else:
ping_lbl.add_theme_color_override("font_color", PING_COLOR_BAD)
else:
ping_lbl.text = "‒‒"
ping_lbl.add_theme_color_override("font_color", Color(0.5, 0.53, 0.6))
# "team_deathmatch" -> "TEAM DEATHMATCH" -- matches GameMode.get_mode_name()'s
# own formatting (world/game_modes/*.gd) so the server list and the in-match
# scoreboard/banner never show two different spellings of the same mode.
func _format_mode_name(mode_id: String) -> String:
return mode_id.replace("_", " ").to_upper()
func _make_row(server: Dictionary, index: int) -> Button:
var row := Button.new()
row.toggle_mode = true
row.button_group = _row_group
row.text = ""
row.custom_minimum_size = Vector2(0, 46)
row.add_theme_font_size_override("font_size", 16)
var sn := StyleBoxEmpty.new()
var sh := StyleBoxFlat.new()
sh.bg_color = Color(1.0, 1.0, 1.0, 0.08)
sh.border_width_left = 3
sh.border_color = Color(1.0, 1.0, 1.0, 0.9)
row.add_theme_stylebox_override("normal", sn)
row.add_theme_stylebox_override("hover", sh)
row.add_theme_stylebox_override("pressed", sh)
var hb := HBoxContainer.new()
hb.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
hb.offset_left = 16.0
hb.offset_right = -16.0
hb.mouse_filter = Control.MOUSE_FILTER_IGNORE
row.add_child(hb)
var game_mode: String = _format_mode_name(str(server.get("game_mode", "team_deathmatch")))
var map_name: String = str(server.get("map_name", "?"))
var addr_lbl := Label.new()
addr_lbl.text = "%s · %s %s:%s" % [game_mode, map_name, server.get("ip", "?"), str(server.get("port", "?"))]
addr_lbl.size_flags_horizontal = Control.SIZE_EXPAND_FILL
addr_lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
addr_lbl.add_theme_color_override("font_color", Color(0.85, 0.87, 0.92))
hb.add_child(addr_lbl)
# Seeded from the DB row immediately; overwritten by the live UDP query
# response in _apply_ping_result if that server actually answers.
var players_lbl := Label.new()
players_lbl.text = "%s / %s" % [str(server.get("player_count", "?")), str(server.get("max_players", "?"))]
players_lbl.custom_minimum_size = Vector2(100, 0)
players_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
players_lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
players_lbl.add_theme_font_size_override("font_size", 13)
players_lbl.add_theme_color_override("font_color", Color(0.75, 0.78, 0.85))
hb.add_child(players_lbl)
_players_labels.append(players_lbl)
var ping_lbl := Label.new()
ping_lbl.text = "…"
ping_lbl.custom_minimum_size = Vector2(80, 0)
ping_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
ping_lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
ping_lbl.add_theme_font_size_override("font_size", 13)
ping_lbl.add_theme_color_override("font_color", Color(0.6, 0.63, 0.7))
hb.add_child(ping_lbl)
_ping_labels.append(ping_lbl)
var status: String = str(server.get("status", "offline"))
var col: Color = STATUS_COLOR.get(status, Color(0.6, 0.63, 0.7))
var status_lbl := Label.new()
status_lbl.text = status.to_upper()
status_lbl.custom_minimum_size = Vector2(120, 0)
status_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
status_lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
status_lbl.add_theme_font_size_override("font_size", 13)
status_lbl.add_theme_color_override("font_color", col)
hb.add_child(status_lbl)
row.pressed.connect(_on_row_selected.bind(index))
return row
func _on_row_selected(index: int) -> void:
_selected_index = index
_connect_btn.disabled = false
func _on_connect() -> void:
if _selected_index < 0 or _selected_index >= _servers.size():
return
if GameConfig.player_name.strip_edges().is_empty():
_status_lbl.add_theme_color_override("font_color", Color(0.85, 0.4, 0.4))
_status_lbl.text = "Set your callsign from the main menu PROFILE first."
return
var server: Dictionary = _servers[_selected_index]
var status := str(server.get("status", "offline"))
if status == "offline":
_status_lbl.add_theme_color_override("font_color", Color(0.85, 0.4, 0.4))
_status_lbl.text = "That server is offline."
return
if status == "full":
_status_lbl.add_theme_color_override("font_color", Color(0.85, 0.4, 0.4))
_status_lbl.text = "That server is full."
return
_connect_btn.disabled = true
_status_lbl.add_theme_color_override("font_color", Color(0.6, 0.72, 0.86))
_status_lbl.text = "Connecting..."
NetworkManager.join_server(server.ip, int(server.port))
func _on_connected() -> void:
get_tree().change_scene_to_file("res://world/world.tscn")
func _on_connect_failed() -> void:
_connect_btn.disabled = false
_status_lbl.add_theme_color_override("font_color", Color(0.85, 0.4, 0.4))
_status_lbl.text = "Connection failed — is that server reachable?"
func _on_back() -> void:
get_tree().change_scene_to_file("res://menu/main_menu.tscn")