§04 Supercharging our Godot 4 Golang MMO with state machines
So far we’ve been building our Godot 4 Golang MMO project with a focus on scalability and maintainability. Before implementing more complex features, now is a good time to add some more structure to our codebase. In this part, we’ll implement a basic, yet powerful state machine system on both the client and server sides. This will allow us to manage the game’s logic in a more organized and maintainable way. This will basically be our business logic. Without further ado, let’s jump right in!
Building on the client interfacer
So far we’ve built a pretty good idea of what a client interfacer should look like, but there are definitely some features missing. One of these features is the ability to manage the client’s state. But what is the client’s state? In the context of our MMO, that could be things like “is the client current in the game?”, “is the client currently in a menu?”, “is the client currently disconnected and trying to reconnect?”, and so on.
There are one two things we want to do with the client’s state:
- Actually define the states, so we know we will need to make a new interface called
ClientStateHandler
- Set the client’s state, so we know we will need to add a
SetState
method to theClientInterfacer
Elaborating on the first point, a client’s state handler doesn’t need to be anything fancy, it should just need a name, a set of instructions to run when entering and exiting the state, and it needs to be able to handle packets.
With that in mind, let's add a new interface to our hub.go
file:
/server/internal/server/hub.go
// A structure for a state machine to process the client's messages
type ClientStateHandler interface {
Name() string
// Inject the client into the state handler
SetClient(client ClientInterfacer)
OnEnter()
HandleMessage(senderId uint64, message packets.Msg)
// Cleanup the state handler and perform any last actions
OnExit()
}
You might notice we’ve included a SetClient
method. This is because we want to be able to access the client’s data from the state handler. This is useful for things like sending packets to the client, or checking the client’s current state.
Next, let’s modify the ClientInterfacer
interface to include a SetState
method:
/server/internal/server/hub.go
type ClientInterfacer interface {
// ...
SetState(newState ClientStateHandler)
// ...
}
Creating a basic state handler
Now that we have the basic structure in place, let’s implement a simple state handler called Connected
. Create a new folder inside /server/internal/server
called states
, and inside that folder create a new file called connected.go
.
/server/internal/server/states/connected.go
package states
import (
"fmt"
"log"
"server/internal/server"
"server/pkg/packets"
)
type Connected struct {
client server.ClientInterfacer
logger *log.Logger
}
func (c *Connected) Name() string {
return "Connected"
}
func (c *Connected) SetClient(client server.ClientInterfacer) {
c.client = client
loggingPrefix := fmt.Sprintf("Client %d [%s]: ", client.Id(), c.Name())
c.logger = log.New(log.Writer(), loggingPrefix, log.LstdFlags)
}
func (c *Connected) OnEnter() {
// A newly connected client will want to know its own ID first
c.client.SocketSend(packets.NewId(c.client.Id()))
}
func (c *Connected) HandleMessage(senderId uint64, message packets.Msg) {
}
func (c *Connected) OnExit() {
}
This is a good start, and shouldn’t be difficult to understand. We are taking over the logging from the client interfacer, so we can include not only the client’s ID, but also the state the client is in. This will make debugging much easier.
In the OnEnter
method, we are already starting to abstract some existing logic away from the client interfacer. Instead of the client interfacer worrying about what packets to send, we can just call SocketSend
and let the state handler worry about what to send. We will go back and remove the old logic from the client interfacer later, since we will need to refactor the client interfacer to use the state machine.
We are leaving the HandleMessage
and OnExit
methods empty for now, but the basic structure for any state handler is to switch on the message type and handle it accordingly. Let’s come back to this later.
As a quick reference, this is what your server folder structure should look like now:
Click to expand
/server/
│ go.mod
│ go.sum
│
├───cmd
│ main.go
│
├───internal
│ └───server
│ │ hub.go
│ │
│ ├───clients
│ │ websocket.go
│ │
│ ├───objects
│ │ sharedCollection.go
│ │
│ └───states
│ connected.go
│
└───pkg
└───packets
packets.pb.go
util.go
Refactoring the websocket client interfacer
You should see errors complaining that our WebSocketClient
type doesn’t implement ClientInterfacer
because it doesn’t have a SetState
method. Let’s fix that by adding a state
field to our WebSocketClient
struct:
/server/internal/server/clients/websocket.go
type WebSocketClient struct {
// ...
state server.ClientStateHandler
//...
}
Then we can implement the SetState
method:
/server/internal/server/clients/websocket.go
func (c *WebSocketClient) SetState(state server.ClientStateHandler) {
prevStateName := "None"
if c.state != nil {
prevStateName = c.state.Name()
c.state.OnExit()
}
newStateName := "None"
if state != nil {
newStateName = state.Name()
}
c.logger.Printf("Switching from state %s to %s", prevStateName, newStateName)
c.state = state
if c.state != nil {
c.state.SetClient(c)
c.state.OnEnter()
}
}
This method is pretty straightforward. We are checking if the client is already in a state, and if so, we call the OnExit
method of the current state. We then set the new state, and call the OnEnter
method of the new state. Adding logging here is very useful for debugging, as you can see the state transitions in the console.
That should appease the compiler, but we still have some work to do. Now that we have a means to set the client’s state, and we have a state that sends the client its ID, we can completely remove the ID-sending logic from the Initialize
method, and replace it with a call to SetState
:
/server/internal/server/clients/websocket.go
func (c *WebSocketClient) Initialize(id uint64) {
// ...
c.SetState(&states.Connected{})
}
Of course, we’ll need to import the states
package at the top of the file:
import (
// ...
"server/internal/server/states"
)
Now, technically, we can restart the server and should still have the same working chatroom we had at the end of the last part. But we’ve laid the groundwork for a much more robust and maintainable codebase. Try it out as a sanity check, and if everything is still working, we can move on to refactoring the client interfacer’s ProcessMessage
method to use the state machine, then move the existing logic to the Connected
state handler.
Cut the contents of the ProcessMessage
method from the WebSocketClient
struct, and paste it into the HandleMessage
method of the Connected
state handler. After making sure to fix references the state’s client interfacer, the HandleMessage
method should look like this:
/server/internal/server/states/connected.go
func (c *Connected) HandleMessage(senderId uint64, message packets.Msg) {
if senderId == c.client.Id() {
c.client.Broadcast(message)
} else {
c.client.SocketSendAs(message, senderId)
}
}
Now, where the ProcessMessage
method was, we can call the HandleMessage
method of the current state:
/server/internal/server/clients/websocket.go
func (c *WebSocketClient) ProcessMessage(senderId uint64, message packets.Msg) {
c.state.HandleMessage(senderId, message)
}
The last thing we should do is ensure we set the client’s state to nil
when the client connection is closed. This is important because we don’t want to keep a reference to the client’s state after the client has disconnected. We can do this by adding a call to SetState(nil)
in the Close
method of the WebSocketClient
:
/server/internal/server/clients/websocket.go
func (c *WebSocketClient) Close(reason string) {
// ...
c.SetState(nil)
// ...
}
Yet again, we’ve made a lot of changes, so it’s a good idea to restart the server and make sure everything is still working as expected. If it is, congratulations! You’ve successfully implemented a basic state machine system for the server side of our MMO project. Let’s go ahead and do the same for the client side.
Creating a state manager in Godot
In Godot, it will be useful to break our different areas of logic into separate scenes and scripts. Obviously, we will need a way to transition between these scenes, so we would benefit from an autoload/singleton script that can do all that for us, and we can simply call methods on it to change the game’s state from anywhere in the game. If we’re going to create a singleton for managing the game’s state, we might as well let it hold some other things we might need, like the client’s ID too.
Create a new script called game_manager.gd
with the following code:
/client/game_manager.gd
extends Node
enum State {
ENTERED,
INGAME,
}
var _states_scenes: Dictionary[State, String] = {
State.ENTERED: "res://states/entered/entered.tscn",
State.INGAME: "res://states/ingame/ingame.tscn",
}
var client_id: int
var _current_scene_root: Node
func set_state(state: State) -> void:
if _current_scene_root != null:
_current_scene_root.queue_free()
var scene: PackedScene = load(_states_scenes[state])
_current_scene_root = scene.instantiate()
add_child(_current_scene_root)
This script serves to expose three things globally:
- The client’s ID
- An enum of the game’s states
- A method to change the game’s state
The first two are pretty self-explanatory. The third has the effect that, when called from another scene, it will instantiate whatever scene is associated with the state passed to it, and add it as a child of the autoload/singleton node which is automatically placed in the root of the scene tree.
If you receive a complaint from Godot saying
Only arrays can specify collection element types
, you are probably using Godot 4.3 or below. You can fix this by either upgrading to Godot 4.4+, or changing the type of_states_scenes
to simplyDictionary
(without specifying the type of the keys and values in the square brackets). If you opt for the latter, there will be other complaints from Godot about not being able to infer the type of certain variables which are defined to be keys or values from the dictionary. If this happens, you’ll need to explicitly cast the values to the correct type when you access them. Since this will probably get in the way of the tutorial, I highly recommend upgrading to Godot 4.4+.
The way we’ve set up this script this means is if we register it as a global autoload called GameManager
and create some scenes for the different states of the game, we can simply call GameManager.set_state(GameManager.State.ENTERED)
from main.gd
, for instance, to instance our entered.tscn
scene and add it to the scene tree. It would end up looking like this in the remote scene tree:
This is a very powerful pattern, and it will allow us to keep our game’s logic organized and maintainable.
By the way, the Entered state will be the initial state of the game, and will be responsible for connecting to the server and listening for a client ID and transitioning to the InGame state when it receives the ID. The InGame state will be responsible for running the chatroom logic, for now, but will be expanded upon later, alongside new states for things like browsing menus, creating characters, etc.
So let’s go ahead and register our new script as an autoload. We’ve done this before with the websocket_client.gd
script, but as a reminder, you can do this by going to Project > Project Settings > Gloabls, ensuring you are on the Autoload tab, and entering res://game_manager.gd
into the Path field, and GameManager into the Node Name field. Then click Add and Close.
Now let’s actually create the scenes for the different states of the game. Create a new folder called states
in the root of the project, and inside that folder create two new folders called entered
and ingame
. Inside each of these folders, create a new scene called entered.tscn
and ingame.tscn
, respectively, both of which should have a root type of Node called Entered and InGame respectively.
For now, let’s just add a CanvasLayer node to each scene called UI, and our custom Log node as a child of each canvas layer, making sure to let it take up the full size of the screen with the Full Rect anchor preset.
We can now attach a script to the entered.tscn
scene’s root node that will connect to the server and listen for the client ID. Create a new script at res://states/entered/entered.gd
with the following code which is basically just copy-and-pasted from main.gd
:
/client/states/entered/entered.gd
extends Node
const packets := preload("res://packets.gd")
@onready var _log := $UI/Log as Log
func _ready() -> void:
WS.connected_to_server.connect(_on_ws_connected_to_server)
WS.connection_closed.connect(_on_ws_connection_closed)
WS.packet_received.connect(_on_ws_packet_received)
_log.info("Connecting to server...")
WS.connect_to_url("ws://localhost:8080/ws")
func _on_ws_connected_to_server() -> void:
_log.info("Connected to server")
func _on_ws_connection_closed() -> void:
_log.info("Connection closed")
func _on_ws_packet_received(packet: packets.Packet) -> void:
var sender_id := packet.get_sender_id()
if packet.has_id():
_handle_id_msg(sender_id, packet.get_id())
func _handle_id_msg(sender_id: int, id_msg: packets.IdMessage) -> void:
GameManager.client_id = id_msg.get_id()
GameManager.set_state(GameManager.State.INGAME)
You can see this is essentially the same as main.gd
, so we don’t need to go over it again. The only difference is that we are setting the client ID in the GameManager
singleton when we receive it, and then transitioning to the InGame state.
Now, we can finish gutting the main.gd
script and transfer its chatroom logic to a new ingame.gd
script. Also make sure to remove all the child nodes from the root node of the main.tscn
scene, as we won’t be needing them anymore.
First, let’s add a LineEdit node to the ingame.tscn
scene’s UI node so that it matches what we had in main.gd
. Remember to set the anchors the same way, to your liking. Then, attach a new script to the ingame.tscn
scene’s root node at res://states/ingame/ingame.gd
with the following code:
/client/states/ingame/ingame.gd
extends Node
const packets := preload("res://packets.gd")
@onready var _line_edit := $UI/LineEdit as LineEdit
@onready var _log := $UI/Log as Log
func _ready() -> void:
WS.connection_closed.connect(_on_ws_connection_closed)
WS.packet_received.connect(_on_ws_packet_received)
_line_edit.text_submitted.connect(_on_line_edit_text_entered)
func _on_ws_connection_closed() -> void:
_log.error("Connection closed")
func _on_ws_packet_received(packet: packets.Packet) -> void:
var sender_id := packet.get_sender_id()
if packet.has_chat():
_handle_chat_msg(sender_id, packet.get_chat())
func _handle_chat_msg(sender_id: int, chat_msg: packets.ChatMessage) -> void:
_log.chat("Client %d" % sender_id, chat_msg.get_msg())
func _on_line_edit_text_entered(text: String) -> void:
var packet := packets.Packet.new()
var chat_msg := packet.new_chat()
chat_msg.set_msg(text)
var err = WS.send(packet)
if err:
_log.error("Error sending chat message")
else:
_log.chat("You", text)
_line_edit.text = ""
Again, this is just a migration of the chatroom logic from main.gd
, so we don’t need to go over it again. This lets us completely get rid of everything in main.gd
because now its only job is to set the game’s state to Entered when the game starts.
/client/main.gd
extends Node
func _ready() -> void:
GameManager.set_state(GameManager.State.ENTERED)
Now, if you run the game, you should see the chatroom working as expected, but now with the game’s logic broken up into separate scenes and scripts. Congratulations! You have implemented a state machine on both the client and server sides of our MMO project. This is some much-needed organization that will pave the way to more complex features in the future.
Stay tuned for the next post, where we will set up a database and implement user registration and login functionality. I hope to see you there!
If you have any questions or feedback, I’d love to hear from you! Either drop a comment on the YouTube video or join the Discord to chat with me and other game devs following along.