WIP: Modifying the client node
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@ -25,31 +25,12 @@ func _ready() -> void:
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if err != OK:
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push_error("Couldn't load bullet spawner")
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# Adding a node that should be used by the clients
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client_node = Node3D.new()
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client_node.name = "ClientNode"
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add_child(client_node)
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# add objects spawner
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if not OS.has_feature("dedicated_server"):
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err = _add_entry_screen()
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if err != OK:
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logger.error("Couldn't load the entry screen, err " + str(err))
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func _process(delta: float) -> void:
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if not multiplayer.is_server():
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pass
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#@rpc("call_local", "unreliable", "any_peer")p
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#func _request_spawn():
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#var id: int = multiplayer.get_remote_sender_id()
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#_spawn_player(id)
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#
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#func _spawn_player(id: int):
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#if multiplayer.is_server():
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#player_spawner.spawn_players(id)
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#var controlled_node: ServerNode = player_spawner.get_player_node(id)
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#var position := controlled_node.shared_node.global_position
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#_spawn_player_controller_node.rpc_id(id, position.x, position.y, position.z)
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@rpc("any_peer", "call_local", "unreliable")
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func _spawn_player_controller_node(x: float, y: float, z: float):
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@ -22,11 +22,12 @@ func _process(delta: float) -> void:
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for player in server_node.players:
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if not spawned_players.has(player):
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logger.debug("Spawning a player with id: " + str(player))
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var err := spawn_players(server_node.players[player])
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if err != OK:
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logger.error("Couldn't spawn a player, err: " + str(err))
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else:
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spawned_players[player] = 1
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if player.has("side"):
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var err := spawn_players(server_node.players[player])
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if err != OK:
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logger.error("Couldn't spawn a player, err: " + str(err))
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else:
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spawned_players[player] = 1
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# -- Spawn a player node and sync it across all peers
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func spawn_players(player_data: Dictionary) -> Error:
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