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https://github.com/AndreMicheletti/godot-agones-sdk

Community-driven Agones SDK for Godot Engine
https://github.com/AndreMicheletti/godot-agones-sdk

game-development gdscript godot godot-engine google-for-games multiplayer plugin sdk

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Community-driven Agones SDK for Godot Engine

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# Agones SDK for Godot
[![Release](https://github.com/AndreMicheletti/godot-agones-sdk/actions/workflows/release.yml/badge.svg?branch=master)](https://github.com/AndreMicheletti/godot-agones-sdk/actions/workflows/release.yml)




Welcome to the community-driven [Agones](https://agones.dev/site/) SDK for [Godot Engine](https://godotengine.org/).

Latest version is for **Godot 4.0**.

If you're using **Godot 3.x**, please use [Release 0.3.0](https://github.com/AndreMicheletti/godot-agones-sdk/releases/tag/v0.3.0)

## Example

```GDScript
extends Node
var peer = null

func _ready():
if "--server" in OS.get_cmdline_args() or OS.has_feature("Server"):
host_server(DEFAULT_PORT, MAX_PEERS)

func host_server(port, max_peers):
peer = NetworkedMultiplayerENet.new()
peer.create_server(port, max_peers)
get_tree().set_network_peer(peer)
# Initialize AGONES SDK
AgonesSDK.start()
# Agones .Ready()
AgonesSDK.ready()

func _process(delta):
if peer:
# Agones .Health()
AgonesSDK.health()
```
**What is Agones?**
> [Agones](https://agones.dev/site/) is an open source, batteries-included, multiplayer dedicated game server scaling and orchestration platform that can run anywhere Kubernetes can run.

This plugin allows your Godot Scripts communicate with [Agones](https://agones.dev/site/docs/guides/client-sdks/) by giving you simple **GDScript** functions. Internally it works by calling the REST API that comes with Agones Server.

Only GDScript is supported for now

## Install

To install this plugin, go to [Releases](https://github.com/AndreMicheletti/godot-agones-sdk/releases) and download the latest version `agones-sdk.zip`.
> If you are using **Godot 3.x**, please install [Release 0.3.0](https://github.com/AndreMicheletti/godot-agones-sdk/releases/tag/v0.3.0)

Inside your Godot Project folder, create a folder named `addons` and extract the zip file inside it.

After installed, your folder structure will look like this:

![image](https://user-images.githubusercontent.com/16908595/126000349-572411bd-e596-45c1-b7c2-bb3f34d595d2.png)

## Getting Started

### Activate the plugin

- Open your project in Godot Editor
- Go to Project > Project Settings... > Plugins
- You should see AgonesSDK Plugin. On the right side, check the "Enable" box

![image](https://user-images.githubusercontent.com/16908595/126000549-9135b9da-22bf-4163-9409-994bef4fafc0.png)

## Use the SDK functions

You now have access to a singleton called `AgonesSDK`, which you can use to call SDK functions.

The SDK functions does the communication with [Agones's sidecar server](https://agones.dev/site/docs/guides/client-sdks/#connecting-to-the-sdk-server), which is a small server that goes with your Godot dedicated server inside the Agones Container.

If you want to test in local environment, check this page [Local Development - Agones](https://agones.dev/site/docs/guides/client-sdks/local/)

### Ready()

```GDScript
# Simple usage. Automatically retries 10 times and waits 2 seconds before trying again.
AgonesSDK.ready()

# Tries 30 times, waiting 5 seconds between each attempt.
AgonesSDK.ready(30, 5)
```

### Health()

```GDScript
AgonesSDK.health()
```

### Reserve()

```GDScript
# Reserves the server for 10 seconds
AgonesSDK.reserve(10)

# Reserves the server for 60 seconds
AgonesSDK.reserve(60)
```

### Allocate()

```GDScript
AgonesSDK.allocate()
```

### Shutdown()

```GDScript
AgonesSDK.shutdown()
```

### GameServer()

```GDScript
# Get gameserver information
result = yield(AgonesSDK.gameserver(), "agones_response")

success = result[0] # true if the request was successfull, false otherwise
requested_endpoint = result[1] # the url requested
info_dict = result[2] # the JSON body returned by agones sidecar
```

### SetLabel(key, value)

```GDScript
# Set metadata label on agones sidecar servr
AgonesSDK.set_label('version', '1.0.0')
```

### SetAnnotation(key, value)

```GDScript
# Set metadata annotation on agones sidecar servr
AgonesSDK.set_annotation('version', '1.0.0')
```

## Player Tracking
As players connect and disconnect from your game, the Player Tracking functions enable you to track which players are currently connected.

### Player connect
```GDScript
# Sets player 1337 as connected
AgonesSDK.player_connect(1337)
```

### Player disconnect
```GDScript
# Unsets player 1337 online status
AgonesSDK.player_disconnect(1337)
```

## Reference

| Type | Syntax | Description |
| ---- | ---- | ----------- |
| `func` | `.ready(retry, wait_time)` | `retry` how many times it will retry. `wait_time` time in seconds to wait between retries |
| `func` | `.health()` | Sends a health check |
| `func` | `.reserve(seconds)` | Reserve for `seconds` |
| `func` | `.allocate()` | Set GameServer as Allocated |
| `func` | `.shutdown()` | Tells Agones to shutdown server |
| `signal` | `agones_response(success, endpoint, content)` | Emitted when SDK receives an response from Agones. `success` Boolean if response is sucessfull. `endpoint` the requested endpoint. `content` the error message or request body, usually as a Dictionary |
| `signal` | `agones_ready_failed` | Emitted when `.ready` fails all its attempts. |

See [Agones - Client SDK](https://agones.dev/site/docs/guides/client-sdks/#function-reference)

## Contributing

Contributions are very welcome.

## License

Distributed under the terms of the MIT license, "godot-agones-sdk" is free and open source software