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extends Control


var account_information: LoginServerLoginSuccessPacket
var character_server_information: Array

var current_character_information: CharacterInformation


func _ready() -> void:
	switch_screen(%Login)
	$BackgroundMusic.play()
	
	%ChatWindow.visible = false


func switch_screen(screen: Node):
	for node in get_children():
		if node is CenterContainer:
			node.visible = false
	
	screen.visible = true


func _on_login_pressed() -> void:
	$ButtonClickSound.play()
	Network.login_server.login(%Username.text, %Password.text)
	
	account_information = await Network.login_server.logged_in
	character_server_information = account_information.character_server_information
	
	Client.account.id = account_information.account_id
	
	get_tree().root.add_child(Network.login_server.get_keep_alive_timer())
	
	for node in %CharacterServerList.get_children():
		node.queue_free()
	
	for info: CharacterServerInformation in character_server_information:
		var select_character_server = Button.new()
		select_character_server.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
		select_character_server.text = info.server_name
		select_character_server.pressed.connect(_on_character_server_login_pressed.bind(info))
		%CharacterServerList.add_child(select_character_server)
	
	switch_screen(%CharacterServer)


func _on_character_server_login_pressed(character_server_info: CharacterServerInformation) -> void:
	$ButtonClickSound.play()
	Network.character_server = CharacterServer.new(
		character_server_info.get_server_ip(),
		character_server_info.server_port
	)
	
	Network.character_server.login(
		account_information.account_id,
		account_information.login_id1,
		account_information.login_id2,
		account_information.gender
	)
	
	var response = await Network.character_server.received_packet
	if response is CharacterSelectionFailedPacket:
		print("character server login failed")
		%ChatWindow.add_message("character server login failed")
		return
	
	get_tree().root.add_child(Network.character_server.get_keep_alive_timer())
	
	var character_list: CharacterServerLoginSuccessCharacterListPacket = await Network.character_server.logged_in_character_list
	
	for slot_idx in character_list.character_information.size():
		var info: CharacterInformation = character_list.character_information[slot_idx]
		var character = Button.new()
		character.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
		character.text = info.name
		character.pressed.connect(func():
			current_character_information = info
			_on_character_selected_pressed(slot_idx)
		)
		%CharacterList.add_child(character)
	
	switch_screen(%CharacterSelection)


func _on_character_selected_pressed(slot_idx: int):
	$ButtonClickSound.play()
	Network.character_server.select_character(slot_idx)
	
	var selected_character = await Network.character_server.selected_character
	
	if selected_character is CharacterSelectionFailedPacket:
		# TODO: show error
		return
	
	Client.character.name = current_character_information.name
	
	Network.map_server = MapServer.new(
		selected_character.get_map_server_ip(),
		selected_character.map_server_port
	)
	
	Network.map_server.login(
		account_information.account_id,
		current_character_information.character_id,
		account_information.login_id1,
		account_information.gender
	)
	var _logged_in = await Network.map_server.logged_in
	
	# TODO: switch to game :)
	
	%ChatWindow.visible = true
	Network.map_server.received_packet.connect(func(packet: Packet):
		if packet is ServerMessagePacket:
			%ChatWindow.add_message(packet.message)
	)
	
	# TODO: load map
	var map_loaded_packet := MapLoadedPacket.new()
	Network.map_server.send(map_loaded_packet)