First working multiplayer implementation
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@ -15,6 +15,10 @@ run/main_scene="res://scenes/utils/Menu.tscn"
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config/features=PackedStringArray("4.3", "Forward Plus")
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config/icon="res://icon.svg"
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[autoload]
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GameServerManager="*res://scripts/game_server_manager.gd"
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[display]
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window/size/viewport_width=1920
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@ -6,16 +6,33 @@ var player_side: String
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@onready var intro_view_port = $Intro/CameraMount/IntroCamera/SubViewportContainer/SubViewport
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@onready var spawns = $Spawns
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@onready var root = $'.'
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@onready var players = $Players
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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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var char : Node3D = null
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var red_spawn: Node3D = $Spawns/Blue/SpawnArea
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var position := red_spawn.global_position
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char = ResourceLoader.load("res://scenes/utils/character.tscn").instantiate()
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char.global_position = position
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root.add_child(char)
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pass
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if multiplayer.is_server():
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for i in GameServerManager.players:
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char = ResourceLoader.load("res://scenes/utils/character.tscn").instantiate()
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char.name = str(GameServerManager.players[i].name)
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char.global_position = position
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var my_random_number = RandomNumberGenerator.new().randf_range(-2.0, 2.0)
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char.global_position = position
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char.global_position.x += my_random_number
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$MultiplayerSpawner.spawn(char)
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players.add_child(char)
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func spawn_player(id: int):
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var red_spawn: Node3D = $Spawns/Blue/SpawnArea
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var position := red_spawn.global_position
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var char = ResourceLoader.load("res://scenes/utils/character.tscn").instantiate()
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char.name = str(GameServerManager.players[id].name)
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char.global_position = position
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var my_random_number = RandomNumberGenerator.new().randf_range(-2.0, 2.0)
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char.global_position = position
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char.global_position.x += my_random_number
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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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@ -24,3 +24,10 @@ size = Vector3(0.100647, 1, 6.02112)
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[node name="SpawnArea" type="CSGBox3D" parent="Spawns/Blue"]
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transform = Transform3D(5.70162, 0, 0, 0, 1, 0, 0, 0, 7.97817, 21.2099, 1.78438, 1.23551)
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size = Vector3(0.484497, 1, 5.99213)
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[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
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_spawnable_scenes = PackedStringArray("res://scenes/utils/character.tscn")
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spawn_path = NodePath("../Players")
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spawn_limit = 4
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[node name="Players" type="Node3D" parent="."]
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@ -1,4 +1,4 @@
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[gd_scene load_steps=6 format=3 uid="uid://ccm77j5rkh21w"]
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[gd_scene load_steps=7 format=3 uid="uid://ccm77j5rkh21w"]
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[ext_resource type="Script" path="res://scripts/character_controller.gd" id="1_sue4n"]
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[ext_resource type="PackedScene" uid="uid://bmqutwuj28san" path="res://scenes/utils/view_model_camera.tscn" id="4_al83x"]
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@ -9,6 +9,14 @@
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radius = 0.368364
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height = 1.8
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_csl3n"]
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properties/0/path = NodePath(".:position")
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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("CharacterBody3D:position")
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properties/1/spawn = true
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properties/1/replication_mode = 1
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[node name="Character" type="Node3D"]
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[node name="CharacterBody3D" type="CharacterBody3D" parent="."]
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@ -23,10 +31,12 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.71312, 0)
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radius = 0.001
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[node name="ViewModelCamera" parent="CharacterBody3D/UpperTorso" instance=ExtResource("4_al83x")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.00122696, 0.093623, -0.179357)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.00122696, 0.093623, -0.463804)
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script = ExtResource("4_uwcjh")
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[node name="Pistol" parent="CharacterBody3D/UpperTorso/ViewModelCamera" instance=ExtResource("5_6k7rq")]
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transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, -0.0287516, -0.136104, -0.276055)
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visible = false
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script = null
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
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replication_config = SubResource("SceneReplicationConfig_csl3n")
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@ -1,22 +1,8 @@
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extends Control
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# Autoload named Lobby
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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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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_ok)
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multiplayer.connection_failed.connect(_on_connected_fail)
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multiplayer.server_disconnected.connect(_on_server_disconnected)
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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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var peer = ENetMultiplayerPeer.new()
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# These signals can be connected to by a UI lobby scene or the game scene.
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signal player_connected(peer_id, player_info)
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signal player_disconnected(peer_id)
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signal server_disconnected
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@ -25,20 +11,37 @@ const PORT = 7000
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const DEFAULT_SERVER_IP = "127.0.0.1" # IPv4 localhost
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const MAX_CONNECTIONS = 20
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var players = {}
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var my_random_number = RandomNumberGenerator.new().randf_range(-2.0, 2.0)
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var player_info = {"name": str(my_random_number)}
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var players_loaded = 0
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var player_info = {"name": "Name"}
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var players = {}
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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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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_ok)
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multiplayer.connection_failed.connect(_on_connected_fail)
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multiplayer.server_disconnected.connect(_on_server_disconnected)
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func _on_host_pressed() -> void:
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func join_game(address = ""):
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if address.is_empty():
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address = DEFAULT_SERVER_IP
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var peer = ENetMultiplayerPeer.new()
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var error = peer.create_client(address, PORT)
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if error:
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return error
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multiplayer.multiplayer_peer = peer
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func create_game():
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var peer = ENetMultiplayerPeer.new()
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var error = peer.create_server(PORT, MAX_CONNECTIONS)
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if error:
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print(error)
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return error
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multiplayer.multiplayer_peer = peer
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players[1] = player_info
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player_connected.emit(1, player_info)
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player_connected.emit(peer.get_unique_id(), player_info)
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func remove_multiplayer_peer():
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@ -47,7 +50,7 @@ func remove_multiplayer_peer():
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# When the server decides to start the game from a UI scene,
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# do Lobby.load_game.rpc(filepath)
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@rpc("call_local", "reliable")
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func load_game(game_scene_path):
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func load_game():
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get_tree().change_scene_to_file("res://scenes/maps/el_test.tscn")
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# Every peer will call this when they have loaded the game scene.
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@ -55,36 +58,35 @@ func load_game(game_scene_path):
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func player_loaded():
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if multiplayer.is_server():
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players_loaded += 1
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players_loaded = players.size()
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if players_loaded == players.size():
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#$/root/Game.start_game()
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players_loaded = 0
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func _on_join_pressed() -> void:
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var address = '127.0.0.1'
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var peer = ENetMultiplayerPeer.new()
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var error = peer.create_client(address, PORT)
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if error:
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print(error)
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multiplayer.multiplayer_peer = peer
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func _on_player_connected(id: Variant, player_info: Variant) -> void:
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print(player_info)
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_register_player.rpc_id(id, player_info)
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# When a peer connects, send them my player info.
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# This allows transfer of all desired data for each player, not only the unique ID.
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func _on_player_connected(id):
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player_info = {"name": multiplayer.get_unique_id()}
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_register_player.rpc_id(1, multiplayer.get_unique_id(), player_info)
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@rpc("any_peer", "reliable")
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func _register_player(new_player_info):
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var new_player_id = multiplayer.get_remote_sender_id()
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players[new_player_id] = new_player_info
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player_connected.emit(new_player_id, new_player_info)
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func _register_player(id: int, new_player_info):
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var new_player_id: int = 1
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if not multiplayer.is_server():
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new_player_id = 1
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else:
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new_player_id = multiplayer.get_remote_sender_id()
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players[id] = new_player_info
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GameServerManager.players[id] = new_player_info
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#player_info = {"name": str(multiplayer.get)}
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player_connected.emit(id, new_player_info)
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func _on_player_disconnected(id: Variant) -> void:
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pass
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func _on_player_disconnected(id):
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players.erase(id)
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player_disconnected.emit(id)
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func _on_connected_ok():
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var peer_id = multiplayer.get_unique_id()
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players[peer_id] = player_info
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@ -93,17 +95,23 @@ func _on_connected_ok():
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func _on_connected_fail():
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multiplayer.multiplayer_peer = null
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func _on_server_disconnected() -> void:
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func _on_server_disconnected():
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multiplayer.multiplayer_peer = null
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players.clear()
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server_disconnected.emit()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _on_host_pressed() -> void:
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player_info = {"name": str(1)}
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_register_player(1, player_info)
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create_game()
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@rpc("call_local", "reliable", "any_peer")
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func start_game():
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get_tree().change_scene_to_file("res://scenes/maps/el_test.tscn")
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func _on_join_pressed() -> void:
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join_game()
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func _on_start_pressed() -> void:
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start_game.rpc()
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load_game.rpc()
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func _process(delta: float) -> void:
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pass
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@ -37,6 +37,8 @@ surface_material_override/0 = SubResource("StandardMaterial3D_p8o05")
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[node name="RayCast3D" type="RayCast3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.100459)
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target_position = Vector3(0, 0, -0.5)
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hit_back_faces = false
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collide_with_areas = true
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[node name="GPUParticles3D" type="GPUParticles3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.18476)
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@ -16,7 +16,6 @@ class_name Player extends CharacterBody3D
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@onready var body: Node3D = $RealBody
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var jumping: bool = false
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var mouse_captured: bool = false
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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var move_dir: Vector2 # Input direction for movement
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@ -32,7 +31,11 @@ var is_crouch: bool = false
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@onready var character: Node3D = $"."
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func _ready() -> void:
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$"../MultiplayerSynchronizer".set_multiplayer_authority(str($"..".name).to_int())
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enable_camera()
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capture_mouse()
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#print("I am " + str(multiplayer.get_unique_id()) + "I'm controling " + str($"../MultiplayerSynchronizer".get_multiplayer_authority()))
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseMotion:
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look_dir = event.relative * 0.001
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@ -44,12 +47,15 @@ func _unhandled_input(event: InputEvent) -> void:
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if Input.is_action_just_pressed("crouch"): crouch()
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if Input.is_action_just_released("crouch"): uncrouch()
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func enable_camera():
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if str($"..".name).to_int() == multiplayer.get_unique_id():
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$UpperTorso/ViewModelCamera.make_current()
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func _physics_process(delta: float) -> void:
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if mouse_captured: _handle_joypad_camera_rotation(delta)
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velocity = _walk(delta) + _gravity(delta) + _jump(delta)
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move_and_slide()
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if str($"..".name).to_int() == multiplayer.get_unique_id():
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if mouse_captured: _handle_joypad_camera_rotation(delta)
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velocity = _walk(delta) + _gravity(delta) + _jump(delta)
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move_and_slide()
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func capture_mouse() -> void:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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11
scripts/game_server_manager.gd
Normal file
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scripts/game_server_manager.gd
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extends Node
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var players = {}
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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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