Move server calls to MusicServerClient and give players stable ids
Server requests move out of Settings into a new MusicServerClient autoload with one function per endpoint. It sends requests through a swappable HttpTransport so tests can fake the server, and it frees its HTTPRequest nodes after use. Players now have a UUID that never changes. Their position in Settings.player_array is only used for the Alt+<number> keybinds. Previously the position doubled as the id, so removing a player made points and wins land on the wrong player, and could delete another player's point from a song. Also fixes: - format_time showed 59.6 seconds as "00:60" - searches containing regex characters such as "Q*bert" broke search - SongObject and PlayerObject were Nodes that were never freed; they are now RefCounted - search matching is split out of the UI code into find_matches()
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@@ -1,4 +1,4 @@
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extends Node
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extends RefCounted
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class_name PlayerObject
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signal first_point_triggerd
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@@ -8,8 +8,8 @@ signal point_given_sound
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signal player_point_given
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signal player_point_taken
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@export
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var id: int
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## Unique id that never changes, unlike the player's position in Settings.player_array.
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var id: String = _generate_uuid()
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@export
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var player_name: String
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@@ -21,11 +21,18 @@ var is_first_point: bool = true
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var character: Texture = load("res://noCharacter.png")
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func _init(new_name: String, new_id: int) -> void:
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func _init(new_name: String) -> void:
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player_name = new_name
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id = new_id
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player_score = 0
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## Returns a random version 4 UUID, e.g. "3f2b8c1e-9a4d-4e7f-b2c6-5d8e1f0a7b93".
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static func _generate_uuid() -> String:
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var bytes: PackedByteArray = Crypto.new().generate_random_bytes(16)
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bytes[6] = (bytes[6] & 0x0f) | 0x40
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bytes[8] = (bytes[8] & 0x3f) | 0x80
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var hex: String = bytes.hex_encode()
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return "%s-%s-%s-%s-%s" % [hex.substr(0, 8), hex.substr(8, 4), hex.substr(12, 4), hex.substr(16, 4), hex.substr(20, 12)]
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func add_point() -> void:
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if player_score < Settings.winning_score:
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player_score += 1
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