t_p6_browser: add workshop map browser with voting (3 files)

- workshop_browser.gd: scans server maps dir for .pck/.tscn files
- map_browser_rpc.gd: client-server RPC bridge for map list/change
- map_vote.gd: simple >50% majority vote with 30s timeout

File scope:
  server/scripts/browser/workshop_browser.gd (NEW)
  scripts/network/map_browser_rpc.gd (NEW)
  server/scripts/browser/map_vote.gd (NEW)
This commit is contained in:
2026-07-01 20:24:23 -04:00
parent 46ff83325f
commit 3465922be4
3 changed files with 549 additions and 0 deletions
+197
View File
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## WorkshopBrowser — Server-Side Map Directory Scanner
##
## Singleton (or child of ServerMain) that scans the server's maps
## directory for .pck files and .tscn references, maintaining a
## Dictionary of available maps.
##
## ## Map Directory Resolution
##
## Default: user://maps/ (resolves via ProjectSettings.globalize_path)
## Override: MAP_DIR env var (absolute path, for container/VPS deployments)
##
## The browser scans for `*.pck` files and reads their file metadata.
## For built-in (non-PCK) maps, it checks `res://scenes/map/<name>.tscn`.
##
## ## Map Info Dictionary Shape
##
## {
## "name": String,
## "description": String,
## "file_size": int,
## "map_type": String, # "pck" | "builtin"
## "player_count": int, # inferred or 0 (reserved for future metadata)
## "path": String, # absolute path to the .pck or .tscn
## }
##
## ## Signals
##
## maps_refreshed(map_list: Array) — emitted after refresh_maps() completes
##
## =============================================================================
extends Node
# ---------------------------------------------------------------------------
# Signals
# ---------------------------------------------------------------------------
## Emitted after refresh_maps() completes.
signal maps_refreshed(map_list: Array)
# ---------------------------------------------------------------------------
# Constants
# ---------------------------------------------------------------------------
## Default maps directory (relative to user://).
const DEFAULT_MAPS_DIR: String = "user://maps/"
## Path to built-in map scenes (non-PCK).
const BUILTIN_MAP_DIR: String = "res://scenes/map/"
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
## Available maps keyed by map_id (String → Dictionary).
var _available_maps: Dictionary = {}
## Absolute path to the maps directory being scanned.
var _maps_dir: String = ""
# ---------------------------------------------------------------------------
# Lifecycle / Initialisation
# ---------------------------------------------------------------------------
func _ready() -> void:
_resolve_maps_dir()
print("[WorkshopBrowser] Maps directory: %s" % _maps_dir)
call_deferred(&"refresh_maps")
## Resolve the maps directory — env var override, then user:// default.
func _resolve_maps_dir() -> void:
if OS.has_environment("MAP_DIR"):
_maps_dir = OS.get_environment("MAP_DIR")
if not _maps_dir.ends_with("/"):
_maps_dir += "/"
return
_maps_dir = ProjectSettings.globalize_path(DEFAULT_MAPS_DIR)
if not _maps_dir.ends_with("/"):
_maps_dir += "/"
# ---------------------------------------------------------------------------
# Public API
# ---------------------------------------------------------------------------
## Rescan the maps directory and rebuild the available map list.
## Returns the Array of map info Dictionaries (same as get_map_list()).
func refresh_maps() -> Array:
_available_maps.clear()
_scan_pck_files()
_scan_builtin_maps()
var list: Array = get_map_list()
maps_refreshed.emit(list)
print("[WorkshopBrowser] Refreshed maps: %d available" % list.size())
return list
## Return a serialized list of all available maps as Array[Dictionary].
## Each entry matches the map info shape documented above.
func get_map_list() -> Array:
var result: Array = []
for map_id in _available_maps:
result.append(_available_maps[map_id])
return result
## Get info for a single map by its map_id (file stem, e.g. "de_dust2").
## Returns an empty Dictionary if the map is not found.
func get_map_info(map_id: String) -> Dictionary:
return _available_maps.get(map_id, {})
## Check if a map exists in the available list.
func has_map(map_id: String) -> bool:
return _available_maps.has(map_id)
## Get the total number of available maps.
func get_map_count() -> int:
return _available_maps.size()
## Get the absolute path of the maps directory being scanned.
func get_maps_directory() -> String:
return _maps_dir
# ---------------------------------------------------------------------------
# Internal: Scanning
# ---------------------------------------------------------------------------
## Scan for .pck files in the maps directory.
func _scan_pck_files() -> void:
var dir := DirAccess.open(_maps_dir)
if dir == null:
push_warning("[WorkshopBrowser] Cannot open maps directory: %s" % _maps_dir)
return
dir.list_dir_begin()
var file_name: String = dir.get_next()
while not file_name.is_empty():
if file_name.ends_with(".pck"):
_register_pck_file(file_name)
file_name = dir.get_next()
dir.list_dir_end()
## Register a single .pck file found during scanning.
func _register_pck_file(file_name: String) -> void:
var map_id: String = file_name.trim_suffix(".pck")
var full_path: String = _maps_dir.path_join(file_name)
var file_size: int = 0
if FileAccess.file_exists(full_path):
file_size = FileAccess.get_size(full_path)
var map_info: Dictionary = {
name = map_id,
description = "", # reserved for future sidecar metadata
file_size = file_size,
map_type = "pck",
player_count = 0, # inferred or from metadata (future)
path = full_path,
}
_available_maps[map_id] = map_info
print("[WorkshopBrowser] Registered PCK map: %s (%d bytes)" % [map_id, file_size])
## Scan for built-in .tscn maps (non-PCK, part of the game resources).
func _scan_builtin_maps() -> void:
# Use DirAccess on res:// to find .tscn files in the map directory.
# This only works in non-exported builds or with packed resources.
var res_path: String = BUILTIN_MAP_DIR
if not ResourceLoader.exists(res_path):
# res://scenes/map/ might not be a directory; skip silently.
return
var dir := DirAccess.open(res_path)
if dir == null:
return
dir.list_dir_begin()
var file_name: String = dir.get_next()
while not file_name.is_empty():
if file_name.ends_with(".tscn"):
var map_id: String = file_name.trim_suffix(".tscn")
# Don't override a PCK-registered map
if _available_maps.has(map_id):
file_name = dir.get_next()
continue
var full_path: String = res_path.path_join(file_name)
var map_info: Dictionary = {
name = map_id,
description = "",
file_size = 0,
map_type = "builtin",
player_count = 0,
path = full_path,
}
_available_maps[map_id] = map_info
print("[WorkshopBrowser] Registered builtin map: %s" % map_id)
file_name = dir.get_next()
dir.list_dir_end()