Huge amount of updates
This commit is contained in:
@ -1,4 +0,0 @@
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extends Node
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const DEFAULT_JUMP_VELOCITY: float = 5
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const DEFAULT_CHARACTER_SPEED: float = 7.0
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147
godot/scenes/utils/game_root/game_root.gd
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147
godot/scenes/utils/game_root/game_root.gd
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extends Node
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class_name GameRoot
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signal load_map(name: String)
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# -- config from args
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var config_file: String = ""
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const MAIN_MENU_SCENE := "res://scenes/interface/main_menu/main_menu.tscn"
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const SERVER_DATA_NODE := "res://scenes/utils/server_data/server_data.tscn"
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@onready var level_root: Node3D = $Level
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@onready var utils_root: Node = $Utils
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func _parse_args() -> void:
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var args := Array(OS.get_cmdline_args())
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var config_arg: String = "--config"
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if args.has(config_arg):
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var index := args.find(config_arg)
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config_file = args[index + 1]
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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_parse_args()
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var err: Error
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if err != OK:
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logger.error("Couldn't load utils node")
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return
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if OS.has_feature("dedicated_server") or DisplayServer.get_name() == "headless":
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err = _start_dedicated_server()
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if err != OK:
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logger.error("couldn't start the server, err is " + str(err))
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else:
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err = _start_game()
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if err != OK:
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logger.error("couldn't start the game, err is " + str(err))
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multiplayer.peer_connected.connect(_on_player_connected)
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multiplayer.peer_disconnected.connect(_on_player_disconnected)
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multiplayer.connected_to_server.connect(_on_connected_to_server)
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func _on_player_disconnected(id) -> void:
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logger.info("player is disconnected with id: " + str(id))
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func _on_player_connected(id) -> void:
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# Send the client information about the server
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if multiplayer.is_server():
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logger.info("player is connected with id: " + str(id))
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_sync_map_from_server.rpc_id(id)
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@rpc("authority", "reliable", "call_remote")
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func _sync_map_from_server() -> void:
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var server_node := helpers.get_server_node()
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load_map.emit(server_node.current_map)
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func _on_connected_to_server() -> void:
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logger.info("connection is successful, sending info")
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register_player.rpc_id(1, multiplayer.get_unique_id(), "client")
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@rpc("any_peer", "reliable", "call_remote")
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func register_player(id: int, name: String):
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logger.info("registering player: " + str(id))
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if multiplayer.is_server():
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var player_data := PlayerData.new()
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player_data.id = id
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player_data.username = name
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player_data.active = true
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var server_node: ServerData = helpers.get_server_node()
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server_node.players[id] = helpers.player_data_into_dict(player_data)
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logger.info("player " + str(id) + " is registered")
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else:
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logger.debug("register player is supposed to be executed on the server")
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func _start_dedicated_server() -> Error:
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if config_file != "":
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logger.info("reading config from the file: " + config_file)
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logger.info("starting in the dedicated server mode")
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return OK
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func _start_game() -> Error:
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logger.info("starting in the game mode")
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if not ResourceLoader.exists(MAIN_MENU_SCENE):
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return ERR_DOES_NOT_EXIST
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var scene: PackedScene = ResourceLoader.load(MAIN_MENU_SCENE)
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if not scene.can_instantiate():
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return ERR_CANT_OPEN
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var node: MainMenu = scene.instantiate()
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add_child(node)
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return OK
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func _load_utils() -> Error:
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if not ResourceLoader.exists(SERVER_DATA_NODE):
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return ERR_DOES_NOT_EXIST
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var scene: PackedScene = ResourceLoader.load(SERVER_DATA_NODE)
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if not scene.can_instantiate():
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return ERR_CANT_OPEN
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var node: ServerData = scene.instantiate()
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utils_root.add_child(node)
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return OK
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func _on_load_map(map_name: String) -> void:
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var path_tmpl := "res://scenes/maps/maps/%s"
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var path := path_tmpl % map_name
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logger.info("Loading map from " + path)
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if not ResourceLoader.exists(path):
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logger.error("map " + map_name + " doesn't exist")
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var scene: PackedScene = ResourceLoader.load(path)
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if scene.can_instantiate():
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var node: Node3D = scene.instantiate()
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logger.info("loading map: " + map_name)
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for c in level_root.get_children():
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level_root.remove_child(c)
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c.queue_free()
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level_root.add_child(node)
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else:
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logger.error("Can't initialize")
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func create_server(port: int, player_limit: int, server_only: bool = false, map: String = "lowpoly_tdm_2.tscn") -> Error:
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var peer := ENetMultiplayerPeer.new()
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logger.info("starting a server the port: " + str(port))
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var err := peer.create_server(port, player_limit)
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multiplayer.multiplayer_peer = peer
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if err:
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return err
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_load_utils()
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var server_data: ServerData = helpers.get_server_node()
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server_data.port = port
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server_data.player_limit = player_limit
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server_data.current_map = map
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if !server_only:
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register_player(1, "server")
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return OK
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func join_server(ip: String, port: int) -> Error:
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var peer = ENetMultiplayerPeer.new()
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logger.info("trying to connect to: " + ip + ":" + str(port))
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var err = peer.create_client(ip, port)
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if err != OK:
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return err
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multiplayer.multiplayer_peer = peer
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return OK
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17
godot/scenes/utils/game_root/game_root.tscn
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17
godot/scenes/utils/game_root/game_root.tscn
Normal file
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[gd_scene load_steps=2 format=3 uid="uid://f3lbhroreypw"]
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[ext_resource type="Script" path="res://scenes/utils/game_root/game_root.gd" id="1_ogtsj"]
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[node name="GameRoot" type="Node"]
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script = ExtResource("1_ogtsj")
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[node name="ServerDataSpawner" type="MultiplayerSpawner" parent="."]
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_spawnable_scenes = PackedStringArray("res://scenes/utils/server_data/server_data.tscn")
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spawn_path = NodePath("../Utils")
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spawn_limit = 1
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[node name="Utils" type="Node" parent="."]
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[node name="Level" type="Node3D" parent="."]
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[connection signal="load_map" from="." to="." method="_on_load_map"]
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@ -1,50 +0,0 @@
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extends Node
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class_name Logger
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var thread: Thread = Thread.new()
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var mutex: Mutex = Mutex.new()
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var log_queue: Array[String] = []
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var running: bool = true
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func _ready():
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thread.start(log_writer)
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func info(msg: Variant):
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mutex.lock()
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log_queue.append("[color=white][b]INFO:[/b] [/color]" + msg)
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mutex.unlock()
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func debug(msg: Variant):
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mutex.lock()
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log_queue.append("[color=cyan][b]DEBUG:[/b] [/color]" + msg)
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mutex.unlock()
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func warning(msg: Variant):
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mutex.lock()
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log_queue.append("[color=yellow][b]WARN:[/b] [/color]" + msg)
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push_warning(msg)
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mutex.unlock()
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func error(msg: Variant):
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mutex.lock()
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log_queue.append("[color=red][b]ERROR:[/b] [/color]" + msg)
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push_error(msg)
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mutex.unlock()
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func log_writer():
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while running:
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mutex.lock()
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while log_queue.size() > 0:
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var log_message = log_queue.pop_front()
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print_rich(log_message)
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mutex.unlock()
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# Prevent high CPU usage
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await get_tree().create_timer(0.1).timeout
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func _exit_tree():
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running = false
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thread.wait_to_finish()
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21
godot/scenes/utils/player_data/player_data.gd
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21
godot/scenes/utils/player_data/player_data.gd
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@ -0,0 +1,21 @@
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class_name PlayerData extends Resource
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@export var id: int = 0
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@export var username: String = ""
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@export var score: int = 0
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@export var damage: int = 0
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@export var headshots: int = 0
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enum Side {
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BLUE = 0,
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RED = 1,
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UNDEFINED = -1,
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}
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const blue = "attack"
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const red = "defend"
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const underfined = "unddefined"
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@export var side: PlayerData.Side = Side.UNDEFINED
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@export var active: bool = false
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16
godot/scenes/utils/server_data/server_data.gd
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16
godot/scenes/utils/server_data/server_data.gd
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class_name ServerData extends Node
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@export var players: Dictionary = {}
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@export var port: int = 27015
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@export var player_limit: int = 30
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@export var current_map: String = "lowpoly_tdm_2"
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@rpc("any_peer", "reliable", "call_local")
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func set_player_side(side: String):
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if multiplayer.is_server():
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var id: int = multiplayer.get_remote_sender_id()
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if players.has(id):
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players[id]["side"] = side
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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17
godot/scenes/utils/server_data/server_data.tscn
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17
godot/scenes/utils/server_data/server_data.tscn
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[gd_scene load_steps=3 format=3 uid="uid://cu6t3m38skton"]
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[ext_resource type="Script" path="res://scenes/utils/server_data/server_data.gd" id="1_o07e3"]
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_t8y34"]
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properties/0/path = NodePath(".:players")
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properties/0/spawn = true
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properties/0/replication_mode = 1
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properties/1/path = NodePath(".:current_map")
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properties/1/spawn = true
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properties/1/replication_mode = 1
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[node name="ServerData" type="Node"]
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script = ExtResource("1_o07e3")
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
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replication_config = SubResource("SceneReplicationConfig_t8y34")
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