Part of the
multiplayer-project skill. The skill links here when your agent needs the detail.authority/main.gd
extends Node
## The match server. It runs headless and owns every rule.
const Game = preload("res://network/game.gd")
const PlayerArchetype = preload("res://authority/player_archetype.tres")
var spawner: SummerNetworkSpawner
var world: SummerNetworkWorld
var seat_of := {} # session_id -> seat, held until the Session leaves
func _ready() -> void:
spawner = Game.build_network(self, PlayerArchetype)
world = $World
spawner.entity_spawned.connect(_on_player_spawned)
spawner.command_received.connect(_on_command)
world.session_left.connect(_on_session_left)
var initialized: SummerResult = await Summer.initialize().get_result_or_completed_signal()
if not initialized.ok:
push_error(initialized.message)
return
if not world.is_ready():
await world.binding_ready
if not spawner.is_network_ready():
await spawner.network_ready
print("COURTYARD_AUTHORITY_READY")
## A seat is a player's place in this World for their whole stay, across
## reconnects. Returns -1 when the World is full.
func _seat(session: SummerSession) -> int:
if seat_of.has(session.session_id):
return seat_of[session.session_id]
var taken := seat_of.values()
for seat in Game.MAX_PLAYERS:
if seat not in taken:
seat_of[session.session_id] = seat
return seat
return -1
## The Spawner spawns one player entity per joined player, once that player's
## network is ready (and again after a reconnect).
func _on_player_spawned(entity: SummerNetworkEntity) -> void:
print("COURTYARD_PLAYER_SPAWNED seat=%d entity=%d" % [_seat(entity.session), entity.entity_id])
func _on_command(request: SummerNetworkCommandRequest) -> void:
var command := Game.unpack(request.payload)
match str(command.get("c", "")):
"join":
_join(request)
_:
request.refuse(&"unknown_command")
## A client sends "join" once its network is ready.
func _join(request: SummerNetworkCommandRequest) -> void:
var seat := _seat(request.get_session())
if seat < 0:
request.refuse(&"match_full")
return
request.accept({}, Game.pack({"seat": seat}))
print("COURTYARD_PLAYER_JOINED seat=%d" % seat)
## The Session ended for good: free the seat and everything the player had.
func _on_session_left(session: SummerSession, reason: String) -> void:
var seat: int = seat_of.get(session.session_id, -1)
seat_of.erase(session.session_id)
print("COURTYARD_PLAYER_LEFT seat=%d reason=%s" % [seat, reason])
authority/main.tscn
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://authority/main.gd" id="1"]
[node name="Authority" type="Node"]
script = ExtResource("1")
authority/player_archetype.tres
[gd_resource type="SummerEntityArchetype" load_steps=3 format=3]
[ext_resource type="SummerNetworkSchema" path="res://network/player_schema.tres" id="1"]
[ext_resource type="PackedScene" path="res://authority/player_model.tscn" id="2"]
[resource]
archetype_id = &"player"
network_schema = ExtResource("1")
authority_model_scene = ExtResource("2")
authority/player_model.tscn
[gd_scene format=3]
[node name="PlayerModel" type="Node3D"]
client/main.gd
extends Node
## What each player runs: joins the match and shows every player.
const Game = preload("res://network/game.gd")
const PlayerArchetype = preload("res://client/player_archetype.tres")
var spawner: SummerNetworkSpawner
func _ready() -> void:
spawner = Game.build_network(self, PlayerArchetype)
# Connect signals like state_group_created here, before joining, or values
# that arrive during the join go unseen (multiplayer-movement adds them).
var initialized: SummerResult = await Summer.initialize().get_result_or_completed_signal()
if not initialized.ok:
push_error(initialized.message)
return
var join := Summer.client.join(SummerJoinTarget.queue(Game.QUEUE))
# Hosted matchmaking may ask the player to accept a match.
join.acceptance_required.connect(func(proposal: SummerMatchmakingProposal) -> void: proposal.accept())
var joined: SummerResult = await join.get_result_or_completed_signal()
if not joined.ok:
push_error("join failed: %s %s" % [joined.code, joined.message])
return
if not spawner.is_network_ready():
await spawner.network_ready
var entered := await command({"c": "join"})
if not entered.ok:
push_error("could not enter the match: %s" % entered.error)
return
print("COURTYARD_CLIENT_JOINED")
## Sends one Command and waits for the authority's answer.
func command(payload: Dictionary) -> Dictionary:
var admission := spawner.enqueue_command(Game.CMD, Game.pack(payload))
if not admission.is_enqueued():
return {"ok": false, "error": String(admission.get_code())}
var handle := admission.get_handle()
if not handle.is_terminal():
await handle.completed
if handle.get_outcome() == SummerNetworkCommandHandle.OUTCOME_ACCEPTED:
return {"ok": true, "error": "", "result": Game.unpack(handle.get_result())}
return {"ok": false, "error": String(handle.get_reason())}
client/main.tscn
[gd_scene load_steps=5 format=3]
[ext_resource type="Script" path="res://client/main.gd" id="1"]
[sub_resource type="BoxShape3D" id="FloorShape"]
size = Vector3(80, 1, 80)
[sub_resource type="BoxMesh" id="FloorMesh"]
size = Vector3(80, 1, 80)
[node name="Main" type="Node"]
script = ExtResource("1")
[node name="Floor" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.5, 0)
[node name="Shape" type="CollisionShape3D" parent="Floor"]
shape = SubResource("FloorShape")
[node name="Mesh" type="MeshInstance3D" parent="Floor"]
mesh = SubResource("FloorMesh")
[node name="Sun" type="DirectionalLight3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.5, 0.866, 0, -0.866, 0.5, 0, 10, 0)
client/player_archetype.tres
[gd_resource type="SummerEntityArchetype" load_steps=4 format=3]
[ext_resource type="SummerNetworkSchema" path="res://network/player_schema.tres" id="1"]
[ext_resource type="PackedScene" path="res://client/player_owner.tscn" id="2"]
[ext_resource type="PackedScene" path="res://client/player_observer.tscn" id="3"]
[resource]
archetype_id = &"player"
network_schema = ExtResource("1")
owner_projection_scene = ExtResource("2")
observer_projection_scene = ExtResource("3")
client/player_observer.tscn
[gd_scene load_steps=2 format=3]
[sub_resource type="CapsuleMesh" id="Mesh"]
[node name="PlayerObserver" type="Node3D"]
[node name="Body" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
mesh = SubResource("Mesh")
client/player_owner.tscn
[gd_scene load_steps=3 format=3]
[sub_resource type="CapsuleShape3D" id="Shape"]
[sub_resource type="CapsuleMesh" id="Mesh"]
[node name="PlayerOwner" type="CharacterBody3D"]
[node name="Shape" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("Shape")
[node name="Body" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
mesh = SubResource("Mesh")
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.8, 0.6, 0, -0.6, 0.8, 0, 6, 8)
current = true
network/composition.tres
[gd_resource type="SummerNetworkComposition" load_steps=6 format=3]
[sub_resource type="SummerNetworkField" id="CommandBytes"]
field_name = &"b"
type = 20
[sub_resource type="SummerNetworkSchema" id="CommandSchema"]
schema_id = &"courtyard.cmd.v1"
state_fields = Array[SummerNetworkField]([SubResource("CommandBytes")])
[sub_resource type="SummerNetworkField" id="ResultBytes"]
field_name = &"b"
type = 20
[sub_resource type="SummerNetworkSchema" id="ResultSchema"]
schema_id = &"courtyard.cmd.result.v1"
state_fields = Array[SummerNetworkField]([SubResource("ResultBytes")])
[sub_resource type="SummerNetworkOccurrenceStream" id="Commands"]
stream_id = &"courtyard.cmd"
command_scope = 2
command_tick_dispatch = true
command_timeout_msec = 8000
payload_schema = SubResource("CommandSchema")
result_schema = SubResource("ResultSchema")
[resource]
network_version = "1.0.0"
occurrence_streams = Array[SummerNetworkOccurrenceStream]([SubResource("Commands")])
network/game.gd
extends RefCounted
## Shared by the client and the authority: ids, streams and shared rules.
const QUEUE := &"courtyard"
const CMD := &"courtyard.cmd"
const MAX_PLAYERS := 8
const COMPOSITION := preload("res://network/composition.tres")
## Adds the World, an Entities root and the Spawner under `parent`. Both sides
## pass their own player archetype; the composition is the same file.
static func build_network(parent: Node, player: SummerEntityArchetype) -> SummerNetworkSpawner:
var world := SummerNetworkWorld.new()
world.name = "World"
parent.add_child(world)
var entities := Node3D.new()
entities.name = "Entities"
parent.add_child(entities)
var spawner := SummerNetworkSpawner.new()
spawner.name = "Spawner"
spawner.network_world_path = NodePath("../World")
spawner.entities_root_path = NodePath("../Entities")
spawner.archetypes = [player]
spawner.player_archetype = &"player" # one entity per joined player
spawner.network_composition = COMPOSITION
parent.add_child(spawner)
return spawner
## Commands and results travel as JSON bytes: a network String holds at most
## 256 bytes.
static func pack(document: Dictionary) -> Dictionary:
return {"b": JSON.stringify(document).to_utf8_buffer()}
static func unpack(fields: Dictionary) -> Dictionary:
var parsed: Variant = JSON.parse_string((fields.get("b", PackedByteArray()) as PackedByteArray).get_string_from_utf8())
return parsed if parsed is Dictionary else {}
network/player_schema.tres
[gd_resource type="SummerNetworkSchema" format=3]
[resource]
schema_id = &"courtyard.player.v1"
project.godot
config_version=5
[application]
config/name="Courtyard"
run/main_scene="res://client/main.tscn"
run/main_scene.summer_client="res://client/main.tscn"
run/main_scene.summer_authority="res://authority/main.tscn"
[rendering]
textures/vram_compression/import_etc2_astc=true
runtime-manifest.json
{
"profile": "headless_engine",
"entry_point": "authority/main.tscn",
"export_preset": "Courtyard Authority"
}
source-domains.json
{
"schema": "summer.source-domain-graph.v1",
"roots": [
{ "domain": "shared", "paths": ["project.godot", "network", "world.json", "runtime-manifest.json"] },
{ "domain": "client", "paths": ["client"] },
{ "domain": "authority_engine", "paths": ["authority"] }
],
"dependencies": []
}
summer.build.json
{
"schema": "summer.build.v2",
"gameId": "game_courtyard",
"executionMode": "hosted",
"targetPlatforms": ["ios", "macos"],
"project": { "directory": "." },
"server": { "exportPreset": "Courtyard Authority" },
"runtime": {
"protocolVersion": "1.0.0",
"interfaces": {
"multiplayer": 6, "session": 3, "lobby": 3, "presence": 3,
"config": 3, "party": 1, "matchSearch": 1
},
"scenes": ["res://client/main.tscn"],
"worldDefinitions": ["world.json"],
"queues": [
{
"name": "courtyard",
"minPlayers": 2,
"maxPlayers": 8,
"worldDefinition": "courtyard",
"policy": "fifo",
"transport": "enet"
}
],
"tickRate": 60,
"config": { "keys": {} },
"presence": { "tokens": {} },
"lobby": { "fields": {} },
"server": { "tier": "small" }
}
}
world.json
{
"schema": "summer.world-definition.v1",
"definition_id": "courtyard",
"lifetime": "match_scoped",
"topology": "dedicated",
"client_entry_point": "res://client/main.tscn",
"components": [
{
"component_id": "match",
"profile": "headless_engine",
"runtime_descriptor": "runtime-manifest.json",
"entry_point": "authority/main.tscn",
"owns": ["match"]
}
],
"source_graph": "source-domains.json",
"network_compositions": ["res://network/composition.tres"],
"services": { "required": [], "optional": [] },
"settlement": { "mode": "required", "version": 1 },
"persistence": {
"mode": "none",
"recovery_point_seconds": 0,
"snapshot_schemas": [],
"migration_ids": []
},
"lifecycle": {
"reconnect_seconds": 30,
"drain_seconds": 5,
"transfer": "disabled",
"completion_owner": "world"
},
"placement": { "region_policy": "nearest" },
"limits_profile": "default"
}
Source:
library/skills/multiplayer-project/files.md, rendered from summer-engine@4.3.0 on npm.
