class_name PlayerSpawnerController extends Node3D var spawned_players: Dictionary = {} @export var spawn_controller: SpawnController var server_node: ServerData func _get_spawner() -> MultiplayerSpawner: return $PlayersSpawner func _get_root() -> Node3D: return $Players func _get_model_spawner() -> MultiplayerSpawner: return $ModelSpawner func _get_model_root() -> Node3D: return $Models func _ready() -> void: server_node = helpers.get_server_node() func _process(delta: float) -> void: for player in server_node.players: if not spawned_players.has(player): if ( server_node.players[player].has("side") and server_node.players[player].get("side") != PlayerData.underfined ): logger.debug("Spawning a player with id: " + str(player)) var err := spawn_players(server_node.players[player]) if err != OK: logger.error("Couldn't spawn a player, err: " + str(err)) else: spawned_players[player] = 1 # -- Spawn a player node and sync it across all peers func spawn_players(player_data: Dictionary) -> Error: var char: ServerNode = null char = ResourceLoader.load("res://scenes/player/server_node.tscn").instantiate() char.name = "PlayerPlaceholder_" + str(player_data.get("id")) var side = "attack" var spawn if side == PlayerData.blue: spawn = SpawnController.Sides.BLUE elif side == PlayerData.red: spawn = SpawnController.Sides.RED else: return ERR_CANT_CREATE var new_position: Vector3 = spawn_controller.get_spawner(spawn) char.owner_id = player_data.get("id") _get_root().add_child(char) char.shared_node.global_position = new_position return OK func spawn_player_model(owner_node: CharacterBody3D): var model_scene: PackedScene = ResourceLoader.load( "res://scenes/characters/y-bot/character.tscn" ) var model: CharacterWrapper = model_scene.instantiate() model.global_position = owner_node.global_position model.owner_placeholder = owner_node _get_model_root().add_child(model) func remove_player(id: int) -> Error: if multiplayer.is_server(): var found_childen: Array[Node] = _get_root().get_children() for found_child in found_childen: if found_child.owner_id: if found_child.owner_id == id: found_child.queue_free() return OK return ERR_UNAUTHORIZED func get_player_node(id: int) -> ServerNode: var nodes: Array[Node] = _get_root().get_children().filter( func(x: ServerNode): return x.owner_id == id ) if nodes.size() > 0: return nodes[0] return null