Merge pull request '[Feature]:' (!4) from task/ws-setup into trunk
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Reviewed-on: #4
Reviewed-by: SZUT-Kevin <kevin.schmidt9101@gmail.com>
This commit is contained in:
Snoweuph 2025-02-19 07:10:33 +00:00 committed by Euph Forge
commit 38a2991198
Signed by: Euph Forge
GPG key ID: 85A06461FB6BDBB7
14 changed files with 535 additions and 22 deletions

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class_name JsonClassConverter
# Flag to control whether to save nested resources as separate .tres files
static var save_temp_resources_tres: bool = false
## Checks if the provided class is valid (not null)
static func _check_cast_class(castClass: GDScript) -> bool:
if typeof(castClass) == Variant.Type.TYPE_NIL:
printerr("The provided class is null.")
return false
return true
## Checks if the directory for the given file path exists, creating it if necessary.
static func check_dir(file_path: String) -> void:
if !DirAccess.dir_exists_absolute(file_path.get_base_dir()):
DirAccess.make_dir_absolute(file_path.get_base_dir())
#region Json to Class
## Loads a JSON file and parses it into a Dictionary.
## Supports optional decryption using a security key.
static func json_file_to_dict(file_path: String, security_key: String = "") -> Dictionary:
var file: FileAccess
if FileAccess.file_exists(file_path):
if security_key.length() == 0:
file = FileAccess.open(file_path, FileAccess.READ)
else:
file = FileAccess.open_encrypted_with_pass(file_path, FileAccess.READ, security_key)
if not file:
printerr("Error opening file: ", file_path)
return {}
var parsed_results: Variant = JSON.parse_string(file.get_as_text())
file.close()
if parsed_results is Dictionary or parsed_results is Array:
return parsed_results
return {}
## Loads a JSON file and converts its contents into a Godot class instance.
## Uses the provided GDScript (castClass) as a template for the class.
static func json_file_to_class(castClass: GDScript, file_path: String, security_key: String = "") -> Object:
if not _check_cast_class(castClass):
printerr("The provided class is null.")
return null
var parsed_results = json_file_to_dict(file_path, security_key)
if parsed_results == null:
return castClass.new()
return json_to_class(castClass, parsed_results)
## Converts a JSON string into a Godot class instance.
static func json_string_to_class(castClass: GDScript, json_string: String) -> Object:
if not _check_cast_class(castClass):
printerr("The provided class is null.")
return null
var json: JSON = JSON.new()
var parse_result: Error = json.parse(json_string)
if parse_result == Error.OK:
return json_to_class(castClass, json.data)
return castClass.new()
## Converts a JSON dictionary into a Godot class instance.
## This is the core deserialization function.
static func json_to_class(castClass: GDScript, json: Dictionary) -> Object:
# Create an instance of the target class
var _class: Object = castClass.new() as Object
var properties: Array = _class.get_property_list()
# Iterate through each key-value pair in the JSON dictionary
for key: String in json.keys():
var value: Variant = json[key]
# Special handling for Vector types (stored as strings in JSON)
if type_string(typeof(value)) == "String" and value.begins_with("Vector"):
value = str_to_var(value)
# Find the matching property in the target class
for property: Dictionary in properties:
# Skip the 'script' property (built-in)
if property.name == "script":
continue
# Get the current value of the property in the class instance
var property_value: Variant = _class.get(property.name)
# If the property name matches the JSON key and is a script variable:
if property.name == key and property.usage >= PROPERTY_USAGE_SCRIPT_VARIABLE:
# Case 1: Property is an Object (not an array)
if not property_value is Array and property.type == TYPE_OBJECT:
var inner_class_path: String = ""
if property_value:
# If the property already holds an object, try to get its script path
for inner_property: Dictionary in property_value.get_property_list():
if inner_property.has("hint_string") and inner_property["hint_string"].contains(".gd"):
inner_class_path = inner_property["hint_string"]
# Recursively deserialize nested objects
_class.set(property.name, json_to_class(load(inner_class_path), value))
elif value:
var script_type: GDScript = null
# Determine the script type for the nested object
if value is Dictionary and value.has("script_inheritance"):
script_type = get_gdscript(value["script_inheritance"])
else:
script_type = get_gdscript(property. class_name )
# If the value is a resource path, load the resource
if value is String and value.is_absolute_path():
_class.set(property.name, ResourceLoader.load(get_main_tres_path(value)))
else:
# Recursively deserialize nested objects
_class.set(property.name, json_to_class(script_type, value))
# Case 2: Property is an Array
elif property_value is Array:
if property.has("hint_string"):
var class_hint: String = property["hint_string"]
if class_hint.contains(":"):
# Extract class name from hint string (e.g., "24/34:ClassName")
class_hint = class_hint.split(":")[1]
# Recursively convert the JSON array to a Godot array
var arrayTemp: Array = convert_json_to_array(value, get_gdscript(class_hint))
# Handle Vector arrays (convert string elements back to Vectors)
if type_string(property_value.get_typed_builtin()).begins_with("Vector"):
for obj_array: Variant in arrayTemp:
_class.get(property.name).append(str_to_var(obj_array))
else:
_class.get(property.name).assign(arrayTemp)
# Case 3: Property is a simple type (not an object or array)
else:
# Special handling for Color type (stored as a hex string)
if property.type == TYPE_COLOR:
value = Color(value)
if property.type == TYPE_INT and property.hint == PROPERTY_HINT_ENUM:
var enum_strs: Array = property.hint_string.split(",")
var enum_value: int = 0
for enum_str: String in enum_strs:
if enum_str.contains(":"):
var enum_keys: Array = enum_str.split(":")
for i: int in enum_keys.size():
if enum_keys[i].to_lower() == value.to_lower():
enum_value = int(enum_keys[i + 1])
_class.set(property.name, enum_value)
else:
_class.set(property.name, value)
# Return the fully deserialized class instance
return _class
## Helper function to find a GDScript by its class name.
static func get_gdscript(hint_class: String) -> GDScript:
for className: Dictionary in ProjectSettings.get_global_class_list():
if className. class == hint_class:
return load(className.path)
return null
## Helper function to recursively convert JSON arrays to Godot arrays.
static func convert_json_to_array(json_array: Array, cast_class: GDScript = null) -> Array:
var godot_array: Array = []
for element: Variant in json_array:
if typeof(element) == TYPE_DICTIONARY:
# If json element has a script_inheritance, get the script (for inheritance or for untyped array/dictionary)
if "script_inheritance" in element:
cast_class = get_gdscript(element["script_inheritance"])
godot_array.append(json_to_class(cast_class, element))
elif typeof(element) == TYPE_ARRAY:
godot_array.append(convert_json_to_array(element))
else:
godot_array.append(element)
return godot_array
#endregion
#region Class to Json
## Stores a JSON dictionary to a file, optionally with encryption.
static func store_json_file(file_path: String, data: Dictionary, security_key: String = "") -> bool:
check_dir(file_path)
var file: FileAccess
if security_key.length() == 0:
file = FileAccess.open(file_path, FileAccess.WRITE)
else:
file = FileAccess.open_encrypted_with_pass(file_path, FileAccess.WRITE, security_key)
if not file:
printerr("Error writing to a file")
return false
var json_string: String = JSON.stringify(data, "\t")
file.store_string(json_string)
file.close()
return true
## Converts a Godot class instance into a JSON string.
static func class_to_json_string(_class: Object, save_temp_res: bool = false) -> String:
return JSON.stringify(class_to_json(_class, save_temp_res))
## Converts a Godot class instance into a JSON dictionary.
## This is the core serialization function.
static func class_to_json(_class: Object, save_temp_res: bool = false, inheritance: bool = false) -> Dictionary:
var dictionary: Dictionary = {}
save_temp_resources_tres = save_temp_res
# Store the script name for reference during deserialization if inheritance exists
if inheritance:
dictionary["script_inheritance"] = _class.get_script().get_global_name()
var properties: Array = _class.get_property_list()
# Iterate through each property of the class
for property: Dictionary in properties:
var property_name: String = property["name"]
# Skip the built-in 'script' property
if property_name == "script":
continue
var property_value: Variant = _class.get(property_name)
# Only serialize properties that are exported or marked for storage
if not property_name.is_empty() and property.usage >= PROPERTY_USAGE_SCRIPT_VARIABLE and property.usage & PROPERTY_USAGE_STORAGE > 0:
if property_value is Array:
# Recursively convert arrays to JSON
dictionary[property_name] = convert_array_to_json(property_value)
elif property_value is Dictionary:
# Recursively convert dictionaries to JSON
dictionary[property_name] = convert_dictionary_to_json(property_value)
# If the property is a Resource:
elif property["type"] == TYPE_OBJECT and property_value != null and property_value.get_property_list():
if property_value is Resource and ResourceLoader.exists(property_value.resource_path):
var main_src: String = get_main_tres_path(property_value.resource_path)
if main_src.get_extension() != "tres":
# Store the resource path if it's not a .tres file
dictionary[property.name] = property_value.resource_path
elif save_temp_resources_tres:
# Save the resource as a separate .tres file
var tempfile = "user://temp_resource/"
check_dir(tempfile)
var nodePath: String = get_node_tres_path(property_value.resource_path)
if not nodePath.is_empty():
tempfile += nodePath
tempfile += ".tres"
else:
tempfile += property_value.resource_path.get_file()
dictionary[property.name] = tempfile
ResourceSaver.save(property_value, tempfile)
else:
# Recursively serialize the nested resource
dictionary[property.name] = class_to_json(property_value, save_temp_resources_tres)
else:
dictionary[property.name] = class_to_json(property_value, save_temp_resources_tres, property. class_name != property_value.get_script().get_global_name())
# Special handling for Vector types (store as strings)
elif type_string(typeof(property_value)).begins_with("Vector"):
dictionary[property_name] = var_to_str(property_value)
elif property["type"] == TYPE_COLOR:
# Store Color as a hex string
dictionary[property_name] = property_value.to_html()
else:
# Store other basic types directly
if property.type == TYPE_INT and property.hint == PROPERTY_HINT_ENUM:
var enum_value: String = property.hint_string.split(",")[property_value]
if enum_value.contains(":"):
dictionary[property.name] = enum_value.split(":")[0]
else:
dictionary[property.name] = enum_value
else:
dictionary[property.name] = property_value
return dictionary
## Extracts the main path from a resource path (removes node path if present).
static func get_main_tres_path(path: String) -> String:
var path_parts: PackedStringArray = path.split("::", true, 1)
if path_parts.size() > 0:
return path_parts[0]
else:
return path
## Extracts the node path from a resource path.
static func get_node_tres_path(path: String) -> String:
var path_parts: PackedStringArray = path.split("::", true, 1)
if path_parts.size() > 1:
return path_parts[1]
else:
return ""
## Helper function to recursively convert Godot arrays to JSON arrays.
static func convert_array_to_json(array: Array) -> Array:
var json_array: Array = []
for element: Variant in array:
if element is Object:
json_array.append(class_to_json(element, save_temp_resources_tres,!array.is_typed()))
elif element is Array:
json_array.append(convert_array_to_json(element))
elif element is Dictionary:
json_array.append(convert_dictionary_to_json(element))
elif type_string(typeof(element)).begins_with("Vector"):
json_array.append(var_to_str(element))
else:
json_array.append(element)
return json_array
## Helper function to recursively convert Godot dictionaries to JSON dictionaries.
static func convert_dictionary_to_json(dictionary: Dictionary) -> Dictionary:
var json_dictionary: Dictionary = {}
for key: Variant in dictionary.keys():
var value: Variant = dictionary[key]
if value is Object:
json_dictionary[key] = class_to_json(value, save_temp_resources_tres)
elif value is Array:
json_dictionary[key] = convert_array_to_json(value)
elif value is Dictionary:
json_dictionary[key] = convert_dictionary_to_json(value)
else:
json_dictionary[key] = value
return json_dictionary
#endregion

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@ -0,0 +1 @@
uid://ch1r4c54yetfx

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@ -15,6 +15,10 @@ run/main_scene="res://scenes/main_menu.tscn"
config/features=PackedStringArray("4.3", "GL Compatibility")
config/icon="res://textures/icon.svg"
[autoload]
ConnectionChannel="*res://scripts/channel/connection/connection_channel.gd"
[editor_plugins]
enabled=PackedStringArray("res://addons/format_on_save/plugin.cfg")

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@ -1,7 +1,9 @@
[gd_scene load_steps=7 format=3 uid="uid://ctqxikky2g0nj"]
[gd_scene load_steps=9 format=3 uid="uid://ctqxikky2g0nj"]
[ext_resource type="Script" path="res://scripts/ui/switch_to_scene.gd" id="1_7goww"]
[ext_resource type="Script" path="res://scripts/ui/websocket_time.gd" id="1_qy4dl"]
[ext_resource type="Resource" uid="uid://cdixdbu3sqgjn" path="res://config/api_config.tres" id="3_bphu2"]
[ext_resource type="Script" path="res://scripts/ui/login.gd" id="4_pkjxs"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_ujhhp"]
bg_color = Color(0.289228, 0.413265, 0.44363, 1)
@ -1612,8 +1614,31 @@ layout_mode = 2
text = "Important Video!"
uri = "https://www.youtube.com/watch?v=PXqcHi2fkXI"
[node name="RichTextLabel" type="RichTextLabel" parent="HBoxContainer/ScrollContainer/VBoxContainer"]
[node name="UsernameInput" type="LineEdit" parent="HBoxContainer/ScrollContainer/VBoxContainer"]
layout_mode = 2
text = "Player1"
placeholder_text = "Username"
[node name="PasswordInput" type="LineEdit" parent="HBoxContainer/ScrollContainer/VBoxContainer"]
layout_mode = 2
text = "1234"
placeholder_text = "Password"
secret = true
[node name="LoginButton" type="Button" parent="HBoxContainer/ScrollContainer/VBoxContainer" node_paths=PackedStringArray("username_field", "password_field")]
layout_mode = 2
text = "Login"
script = ExtResource("4_pkjxs")
username_field = NodePath("../UsernameInput")
password_field = NodePath("../PasswordInput")
api_config = ExtResource("3_bphu2")
[node name="HTTPRequest" type="HTTPRequest" parent="HBoxContainer/ScrollContainer/VBoxContainer/LoginButton"]
[node name="CurrentTimeDisplay" type="RichTextLabel" parent="HBoxContainer/ScrollContainer/VBoxContainer" node_paths=PackedStringArray("login")]
layout_mode = 2
text = "..."
fit_content = true
script = ExtResource("1_qy4dl")
login = NodePath("../LoginButton")
api_config = ExtResource("3_bphu2")

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@ -0,0 +1,19 @@
class_name Channel
extends Node
const SOCKET_FALLBACK_URL := "ws://localhost:8080/ws"
var socket = WebSocketPeer.new()
var socket_url := OS.get_environment("TD_SERVER_WS")
func get_channel_location() -> String:
push_error("Not Implemented")
return ""
func connect_socket(token: String):
socket.handshake_headers = PackedStringArray(["Authorization: " + token])
if socket_url == "":
socket_url = SOCKET_FALLBACK_URL
socket.connect_to_url(socket_url + "/" + get_channel_location())

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@ -0,0 +1,42 @@
extends Channel
signal on_channel_token_received(msg: ProvidedConnectionTokenMessage)
var queue: Array[Message.Channels]
func get_channel_location() -> String:
return "connection"
func connect_to_channel(token: String) -> void:
if self.socket.get_ready_state() != WebSocketPeer.STATE_CLOSED:
return
self.connect_socket(token)
func request_channel_token(channel: Message.Channels) -> void:
if not queue.has(channel):
queue.push_back(channel)
func _process(_delta: float) -> void:
self.socket.poll()
if self.socket.get_ready_state() != WebSocketPeer.STATE_OPEN:
return
for i in queue.size():
var msg := RequestConnectionTokenMessage.new()
msg.channel = queue[i]
self.socket.send_text(Message.serialize(msg))
queue.remove_at(i)
while self.socket.get_available_packet_count():
var msg: ProvidedConnectionTokenMessage = (
Message
. deserialize(
self.socket.get_packet().get_string_from_utf8(),
[ProvidedConnectionTokenMessage],
)
)
if msg == null:
continue
on_channel_token_received.emit(msg)

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@ -0,0 +1,9 @@
class_name ProvidedConnectionTokenMessage
extends Message
@export var channel: Channels
var token: String
func get_message_id() -> String:
return "ProvidedConnectionToken"

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@ -0,0 +1,8 @@
class_name RequestConnectionTokenMessage
extends Message
@export var channel: Channels
func get_message_id() -> String:
return "RequestConnectionToken"

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@ -0,0 +1,30 @@
class_name Message
enum Channels { CONNECTION, TIME }
func get_message_id() -> String:
push_error("Not Implemented")
return ""
static func serialize(message: Message) -> String:
var msg: Dictionary = JsonClassConverter.class_to_json(message)
msg["$id"] = message.get_message_id()
return JSON.stringify(msg)
static func deserialize(payload: String, messages: Array[GDScript]) -> Message:
var json := JSON.new()
var err = json.parse(payload)
if err != OK:
return null
var data: Variant = json.data
if data == null:
return null
var msg_id: String = data.get("$id")
for msg in messages:
if msg_id != msg.new().get_message_id():
continue
return JsonClassConverter.json_to_class(msg, data)
return null

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@ -0,0 +1,8 @@
class_name CurrentUnixTimeMessage
extends Message
var time: int
func get_message_id() -> String:
return "CurrentUnixTime"

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@ -1,5 +1,8 @@
class_name Login
extends Button
signal login_successful(session: PlayerLoginSession)
@export var username_field: LineEdit
@export var password_field: LineEdit
@export var api_config: ApiConfig
@ -34,9 +37,7 @@ func login() -> void:
func on_success(response: ApiResponse) -> void:
var session: PlayerLoginSession = response.data
print("username: ", session.username)
print("token: ", session.token.to_utf8_buffer())
login_successful.emit(response.data)
func on_error(error: ApiError) -> void:

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@ -1,28 +1,50 @@
extends RichTextLabel
@export var login: Login
@export var api_config: ApiConfig
var api := ServerApi.new(api_config)
# docs.redotengine.org/en/stable/tutorials/networking/websocket.html
@export var fallpack_websocket_url = "ws://localhost:8080/ws/server"
var websocket_url = OS.get_environment("TD_SERVER_WS")
var socket = WebSocketPeer.new()
var time_channel = WebSocketPeer.new()
func _ready() -> void:
if websocket_url.is_empty():
websocket_url = fallpack_websocket_url
var err = socket.connect_to_url(websocket_url)
if err != OK:
error_string(err)
set_process(false)
login.connect("login_successful", on_login)
(
ConnectionChannel
. connect(
"on_channel_token_received",
on_channel_token_received,
)
)
func on_login(session: PlayerLoginSession):
ConnectionChannel.connect_to_channel(session.token)
ConnectionChannel.request_channel_token(Message.Channels.TIME)
func on_channel_token_received(msg: ProvidedConnectionTokenMessage) -> void:
if time_channel.get_ready_state() != WebSocketPeer.STATE_CLOSED:
return
if msg.channel != Message.Channels.TIME:
return
time_channel.handshake_headers = PackedStringArray(
["Authorization: " + msg.token],
)
time_channel.connect_to_url("ws://localhost:8080/ws/time")
func _process(_delta: float) -> void:
socket.poll()
var state = socket.get_ready_state()
time_channel.poll()
var state = time_channel.get_ready_state()
if state == WebSocketPeer.STATE_CLOSED:
self.text = "Disconnected"
if state != WebSocketPeer.STATE_OPEN:
return
if state == WebSocketPeer.STATE_OPEN:
while socket.get_available_packet_count():
self.text = "Current Unixtime: " + socket.get_packet().get_string_from_utf8()
while time_channel.get_available_packet_count():
var msg: CurrentUnixTimeMessage = Message.deserialize(
time_channel.get_packet().get_string_from_utf8(), [CurrentUnixTimeMessage]
)
if msg == null:
continue
self.text = str(msg.time)