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1
rust/src/game_root/mod.rs
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1
rust/src/game_root/mod.rs
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rust/src/globals.rs
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rust/src/globals.rs
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pub(crate) const DEFAULT_JUMP_VELOCITY: f32 = 4.5;
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pub(crate) const DEFAULT_CHARACTER_SPEED: f32 = 5.0;
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10
rust/src/lib.rs
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rust/src/lib.rs
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use godot::prelude::*;
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struct MyExtension;
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//mod game_root;
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mod player;
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//mod server;
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mod globals;
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#[gdextension]
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unsafe impl ExtensionLibrary for MyExtension {}
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1
rust/src/player/client_node.rs
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rust/src/player/client_node.rs
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rust/src/player/mod.rs
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rust/src/player/mod.rs
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mod client_node;
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mod server_node;
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119
rust/src/player/server_node.rs
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rust/src/player/server_node.rs
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use godot::classes::{CharacterBody3D, ICharacterBody3D};
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use godot::obj::WithBaseField;
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use godot::prelude::*;
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use crate::globals;
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#[derive(GodotClass)]
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#[class(base=CharacterBody3D)]
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struct PlayerPlaceholder {
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base: Base<CharacterBody3D>,
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#[export]
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owner_id: i32,
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jumping: bool,
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input_direction: Vector2,
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}
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#[godot_api]
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impl ICharacterBody3D for PlayerPlaceholder {
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fn init(base: Base<CharacterBody3D>) -> Self {
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Self {
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owner_id: 0,
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base,
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jumping: false,
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input_direction: Vector2::new(0.0, 0.0),
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}
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}
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fn ready(&mut self) {
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if let Some(mut multiplayer) = self.base().get_multiplayer() {
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self.owner_id = multiplayer.get_unique_id();
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}
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}
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fn physics_process(&mut self, delta: f64) {
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if !self.base().is_on_floor() {
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let new_gravity = self.base().get_gravity() * delta as f32;
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let new_velocity = self.base().get_velocity() + new_gravity;
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self.base_mut().set_velocity(new_velocity);
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}
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if self.base().is_on_floor() && self.jumping {
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let mut new_velocity = self.base().get_velocity();
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new_velocity.y = globals::DEFAULT_JUMP_VELOCITY;
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self.base_mut().set_velocity(new_velocity);
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}
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self.jumping = false;
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if self.base().is_on_floor() {
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let direction = self.base().get_transform().basis
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* Vector3::new(self.input_direction.x, 0.0, self.input_direction.y);
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if direction.length() > 0.0 {
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let direction = direction.normalized();
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let new_velocity = Vector3::new(
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direction.x * globals::DEFAULT_CHARACTER_SPEED,
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self.base().get_velocity().y,
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direction.z * globals::DEFAULT_CHARACTER_SPEED,
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);
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self.base_mut().set_velocity(new_velocity);
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} else {
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let moved = self
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.base()
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.get_velocity()
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.clone()
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.move_toward(Vector3::new(0.0, 0.0, 0.0), globals::DEFAULT_CHARACTER_SPEED);
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let new_velocity = Vector3::new(moved.x, self.base().get_velocity().y, moved.z);
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self.base_mut().set_velocity(new_velocity);
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}
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}
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self.base_mut().move_and_slide();
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}
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}
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#[godot_api]
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impl PlayerPlaceholder {
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#[rpc(any_peer, call_local, unreliable)]
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fn jump(&mut self) {
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self.jumping = true
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}
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#[rpc(any_peer, call_local, unreliable)]
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fn set_input_direction(&mut self, new_input_direction: Vector2) {
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self.input_direction = new_input_direction;
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}
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#[rpc(any_peer, call_local, unreliable)]
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fn set_rotation_y(&mut self, y: f32) {
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let mut new_rotation = self.base().get_rotation();
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new_rotation.y = y;
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self.base_mut().set_rotation(new_rotation);
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}
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#[rpc(any_peer, call_local, unreliable)]
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fn set_rotation_x(&mut self, x: f32) {
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let mut camera_mount = self.base().get_node_as::<Node3D>("BulletStartingPoint");
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let mut new_rotation = camera_mount.get_rotation();
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new_rotation.x = x;
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camera_mount.set_rotation(new_rotation);
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}
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#[rpc(any_peer, call_local, unreliable_ordered)]
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fn shoot(&mut self) {
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let bullet_starting_poing = match self.base().find_child("BulletStartingPoint") {
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Some(node) => node,
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None => return,
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};
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let casted_bullet_node = bullet_starting_poing.cast::<Node3D>();
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let mut map = match self.base().find_parent("Map") {
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Some(map) => map,
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None => return,
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};
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let args = &[
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casted_bullet_node.to_variant(),
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200.to_variant(),
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50.to_variant(),
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];
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map.call("spawn_bullet", args);
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}
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}
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80
rust/src/server/game_server.rs
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80
rust/src/server/game_server.rs
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use std::collections::HashMap;
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use godot::classes::{ENetMultiplayerPeer, ICharacterBody3D, INode, Node};
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use godot::meta::ParamType;
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use godot::obj::{NewGd, WithBaseField};
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use godot::prelude::*;
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use crate::globals;
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use super::player_data::PlayerData;
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#[derive(GodotClass)]
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#[class(base=Node)]
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struct GameServer {
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base: Base<Node>,
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#[export]
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port: i32,
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#[export]
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player_limit: i32,
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#[export]
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current_map: GString,
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#[export]
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current_player_data: Gd<PlayerData>,
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#[export]
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pub(crate) players: Dictionary
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}
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#[godot_api]
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impl INode for GameServer {
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fn init(base: Base<Node>) -> Self {
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let players = Dictionary::new();
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Self {
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base,
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players,
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port: 27015,
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player_limit: 10,
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current_map: "lowpoly_tdm_2".into(),
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current_player_data: PlayerData::new_gd(),
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}
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}
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fn ready(&mut self) {
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if let Some(multiplayer) = self.base().get_multiplayer() {
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let on_connected = multiplayer.callable("peer_connected");
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self.base_mut().connect("on_player_connected", &on_connected);
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}
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}
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}
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#[godot_api]
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impl GameServer {
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// Signals
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#[func]
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fn on_player_connected(&mut self, id: i32) {
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godot_print!("test");
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}
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// Main methods
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#[func]
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fn create_server(&mut self, server_only: bool) {
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let mut peer = ENetMultiplayerPeer::new_gd();
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let server = peer.create_server_ex(self.port)
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.max_clients(self.player_limit)
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.done();
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if let Some(mut multiplayer) = self.base().get_multiplayer() {
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let id = multiplayer.get_unique_id();
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multiplayer.set_multiplayer_peer(&peer);
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let player = PlayerData::new_gd();
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self.players.set(id, player);
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}
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}
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#[func]
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fn join_server(&mut self, ip: GString, port: i32) {
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let mut peer = ENetMultiplayerPeer::new_gd();
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peer.create_client(&ip, port);
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if let Some(mut multiplayer) = self.base().get_multiplayer() {
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multiplayer.set_multiplayer_peer(&peer);
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}
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}
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}
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2
rust/src/server/mod.rs
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2
rust/src/server/mod.rs
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@ -0,0 +1,2 @@
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mod game_server;
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mod player_data;
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21
rust/src/server/player_data.rs
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21
rust/src/server/player_data.rs
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use godot::{classes::{IResource, Resource}, obj::{Base, NoBase}, prelude::godot_api};
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use godot::prelude::*;
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#[derive(GodotClass)]
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#[class(base=Resource)]
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pub(crate) struct PlayerData {
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base: Base<Resource>,
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#[export]
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pub(crate) id: i32,
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#[export]
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pub(crate) username: GString,
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}
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#[godot_api]
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impl IResource for PlayerData {
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fn init(base: Base<Resource>) -> Self {
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let id = 0;
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let username = "";
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Self { base, id, username: username.into() }
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}
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}
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