Trying to make sync work
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@ -6,6 +6,7 @@
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script = ExtResource("1_ohxtg")
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[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
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_spawnable_scenes = PackedStringArray("res://scenes/weapon/bullet.tscn")
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spawn_path = NodePath("../Bullets")
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[node name="Bullets" type="Node3D" parent="."]
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@ -27,6 +27,7 @@ func _ready() -> void:
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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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_request_spawn.rpc_id(1)
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@ -45,21 +46,30 @@ func _process(delta: float) -> void:
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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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_spawn_player_controller_node.rpc_id(id)
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func _spawn_player(id: int):
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player_spawner.spawn_players(spawn_locations, id)
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if multiplayer.is_server():
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player_spawner.spawn_players(spawn_locations, 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("call_local", "reliable", "any_peer")
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func _spawn_player_controller_node():
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var path := "res://scenes/player/player_input.tscn"
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@rpc("any_peer", "call_local", "reliable")
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func _spawn_player_controller_node(x: float, y: float, z: float):
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var path := "res://scenes/player/player_node.tscn"
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var scene: PackedScene = ResourceLoader.load(path)
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var controller_scene: PlayerPlaceholder = player_spawner.get_player_node(multiplayer.get_unique_id())
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var player_node: PlayerInputController = scene.instantiate()
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player_node.controlled_node = controller_scene
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var player_node: PlayerNode = scene.instantiate()
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player_node.name = "PlayerController"
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var controlled_node: ServerNode = player_spawner.get_player_node(multiplayer.get_unique_id())
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player_node.controlled_node = controlled_node
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client_node.add_child(player_node)
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player_node.shared_node.global_position = Vector3(x,y,z)
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controlled_node.bind_player_node()
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func spawn_player_model(owner_node: CharacterBody3D, owner_id: int):
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if multiplayer.get_unique_id() != owner_id:
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player_spawner.spawn_player_model(owner_node)
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func _remove_player(id: int):
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player_spawner.remove_player(id)
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@ -1,26 +1,40 @@
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class_name PlayerSpawnerController extends Node3D
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class_name PlayerSpawnerController
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extends Node3D
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func _get_spawner() -> MultiplayerSpawner:
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return $MultiplayerSpawner
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return $PlayersSpawner
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func _get_root() -> Node3D:
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return $Players
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func _get_model_spawner() -> MultiplayerSpawner:
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return $ModelSpawner
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func _get_model_root() -> Node3D:
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return $Models
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# -- Spawn a player node and sync it across all peers
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func spawn_players(spawn_location: SpawnController, id: int) -> Error:
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if multiplayer.is_server():
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var char : PlayerPlaceholder = null
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var char : ServerNode = null
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var player_data: PlayerData = GameServerAutoload.players[id]
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char = ResourceLoader.load("res://scenes/player/placeholder.tscn").instantiate()
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char = ResourceLoader.load("res://scenes/player/server_node.tscn").instantiate()
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char.name = "PlayerPlaceholder_" + str(player_data.id)
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var new_position: Vector3 = spawn_location.get_spawner(SpawnController.Sides.BLUE)
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char.global_position = new_position
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char.owner_id = id
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_get_root().add_child(char)
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char.shared_node.global_position = new_position
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return OK
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return ERR_UNAUTHORIZED
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func spawn_player_model(owner_node: CharacterBody3D):
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var model_scene: PackedScene = ResourceLoader.load("res://scenes/characters/y-bot/character.tscn")
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var model: CharacterWrapper = model_scene.instantiate()
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model.global_position = owner_node.global_position
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model.owner_placeholder = owner_node
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_get_model_root().add_child(model)
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func remove_player(id: int) -> Error:
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if multiplayer.is_server():
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var found_childen: Array[Node] =_get_root().get_children()
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@ -31,8 +45,8 @@ func remove_player(id: int) -> Error:
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return OK
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return ERR_UNAUTHORIZED
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func get_player_node(id: int) -> PlayerPlaceholder:
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var nodes: Array[Node] = _get_root().get_children().filter(func(x: PlayerPlaceholder): return x.owner_id == id)
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func get_player_node(id: int) -> ServerNode:
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var nodes: Array[Node] = _get_root().get_children().filter(func(x: ServerNode): return x.owner_id == id)
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if nodes.size() > 0:
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return nodes[0]
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return null
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@ -5,9 +5,15 @@
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[node name="PlayerSpawner" type="Node3D"]
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script = ExtResource("1_2hsyd")
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[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
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_spawnable_scenes = PackedStringArray("res://scenes/player/placeholder.tscn")
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[node name="PlayersSpawner" type="MultiplayerSpawner" parent="."]
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_spawnable_scenes = PackedStringArray("res://scenes/player/server_node.tscn", "res://scenes/characters/y-bot/character.tscn")
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spawn_path = NodePath("../Players")
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spawn_limit = 100
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[node name="Players" type="Node3D" parent="."]
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[node name="Models" type="Node3D" parent="."]
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[node name="ModelSpawner" type="MultiplayerSpawner" parent="."]
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_spawnable_scenes = PackedStringArray("res://scenes/characters/y-bot/character.tscn")
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spawn_path = NodePath("../Models")
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@ -0,0 +1,11 @@
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extends Node
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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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pass # Replace with function body.
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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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@ -0,0 +1,8 @@
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[gd_scene load_steps=2 format=3 uid="uid://bbqh8e8t0rvwj"]
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[ext_resource type="Script" path="res://scenes/maps/base/player_synchronizer/player_synchronizer.gd" id="1_cam4s"]
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[node name="PlayerSynchronizer" type="Node"]
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script = ExtResource("1_cam4s")
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[node name="Timer" type="Timer" parent="."]
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