Add a proper server logic without lobby
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@ -8,6 +8,10 @@ var player_spawner: PlayerSpawnerController
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var object_spawner: Node3D
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@onready var spawn_locations: SpawnController = $SpawnLocations
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func _on_player_connected(id):
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if multiplayer.is_server():
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GameServerManager.load_map.rpc_id(id, GameServerManager.current_map)
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# add the player to the
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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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@ -23,18 +27,22 @@ func _ready() -> void:
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print("Couldn't load object spawner")
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# add objects spawner
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if multiplayer.is_server():
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_spawn_player()
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_spawn_player(1)
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else:
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_request_spawn.rpc_id(1, multiplayer.get_unique_id())
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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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@rpc("call_local", "reliable", "any_peer")
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func _request_spawn(id: int):
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_spawn_player(id)
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func _spawn_player():
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func _spawn_player(id: int):
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var char : Node3D = null
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player_spawner.spawn_players(spawn_locations)
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player_spawner.spawn_players(spawn_locations, id)
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func _add_player_spawner() -> Error :
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if not ResourceLoader.exists(PLAYER_SPAWNER):
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@ -17,17 +17,17 @@ func _get_root() -> Node3D:
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return $Players
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# -- Spawn a player node and sync it across all peers
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func spawn_players(spawn_location: SpawnController) -> Error:
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print("spawning players")
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var char : Node3D = null
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print(GameServerManager.players)
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for i in GameServerManager.players:
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var player_data = GameServerManager.players[i]
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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 : Node3D = null
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var player_data: PlayerState = GameServerManager.players[id]
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char = ResourceLoader.load("res://scenes/characters/placeholder.tscn").instantiate()
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char.name = "PlayerPlaceholder_" + str(player_data.name)
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char.name = "PlayerPlaceholder_" + str(player_data.id)
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print(player_data)
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var position = spawn_location.get_spawner(SpawnController.Sides.BLUE)
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char.global_position = position
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char.global_position = position
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_get_spawner().spawn(char)
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#_get_spawner().spawn(char)
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_get_root().add_child(char)
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return OK
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return OK
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return ERR_UNAUTHORIZED
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