WIP: Add a proper server logic
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@ -8,9 +8,14 @@ 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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# add player spawner
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var err: Error = OK
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@ -26,7 +31,6 @@ func _ready() -> void:
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_spawn_player()
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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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@ -18,13 +18,11 @@ func _get_root() -> Node3D:
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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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var player_data: PlayerState = GameServerManager.players[i]
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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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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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46
scenes/utils/menus/main/main_menu.gd
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46
scenes/utils/menus/main/main_menu.gd
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@ -0,0 +1,46 @@
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extends Node
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var player_manager: PlayerManager = PlayerManager.new()
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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 map_dir := DirAccess.open("res://scenes/maps/maps/")
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if map_dir:
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map_dir.list_dir_begin()
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var file_name = map_dir.get_next()
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while file_name != "":
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$CreateServer/Maps.add_item(file_name)
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file_name = map_dir.get_next()
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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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func _on_create_server_pressed() -> void:
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$CreateServer.visible = true
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func _on_join_server_pressed() -> void:
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$JoinServer.visible = true
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func _on_create_button_pressed() -> void:
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var chosen_map_index = $CreateServer/Maps.get_selected_items()[0]
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var chosen_map = $CreateServer/Maps.get_item_text(chosen_map_index)
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var path_tmpl := "res://scenes/maps/maps/%s"
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var path := path_tmpl % chosen_map
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GameServerManager.current_map = path
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var err := GameServerManager.create_server(player_manager)
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if err != OK:
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print("couldn't create a server")
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func _on_text_edit_text_changed() -> void:
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player_manager.name = $TextEdit.text
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func _on_join_button_pressed() -> void:
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GameServerManager.join_server(player_manager, $JoinServer/IP.text, $JoinServer/Port.text.to_int())
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128
scenes/utils/menus/main/main_menu.tscn
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128
scenes/utils/menus/main/main_menu.tscn
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@ -0,0 +1,128 @@
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[gd_scene load_steps=2 format=3 uid="uid://s48rpcadnn47"]
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[ext_resource type="Script" path="res://scenes/utils/menus/main/main_menu.gd" id="1_yi7ba"]
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[node name="MainMenu" type="Control"]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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script = ExtResource("1_yi7ba")
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[node name="MainButtons" type="Control" parent="."]
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layout_mode = 1
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anchors_preset = 10
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anchor_right = 1.0
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grow_horizontal = 2
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[node name="CreateServer" type="Button" parent="MainButtons"]
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layout_mode = 1
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anchors_preset = 5
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anchor_left = 0.5
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anchor_right = 0.5
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offset_left = -4.0
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offset_right = 4.0
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offset_bottom = 8.0
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grow_horizontal = 2
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text = "Create Server"
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[node name="JoinServer" type="Button" parent="MainButtons"]
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layout_mode = 1
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anchors_preset = 5
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anchor_left = 0.5
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anchor_right = 0.5
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offset_left = 90.0
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offset_top = 3.0
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offset_right = 203.0
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offset_bottom = 34.0
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grow_horizontal = 2
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text = "Join Server"
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[node name="CreateServer" type="Control" parent="."]
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visible = false
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layout_mode = 1
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anchors_preset = 11
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anchor_left = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_left = -532.0
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grow_horizontal = 0
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grow_vertical = 2
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[node name="Maps" type="ItemList" parent="CreateServer"]
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layout_mode = 1
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -214.0
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offset_top = -905.0
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offset_right = 234.0
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offset_bottom = -386.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="CreateButton" type="Button" parent="CreateServer"]
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layout_mode = 0
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offset_left = 236.0
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offset_top = 643.0
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offset_right = 282.0
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offset_bottom = 674.0
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text = "Start"
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[node name="JoinServer" type="Control" parent="."]
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visible = false
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layout_mode = 1
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anchors_preset = 11
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anchor_left = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_left = -532.0
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grow_horizontal = 0
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grow_vertical = 2
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[node name="JoinButton" type="Button" parent="JoinServer"]
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layout_mode = 0
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offset_left = 205.0
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offset_top = 187.0
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offset_right = 251.0
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offset_bottom = 218.0
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text = "Start"
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[node name="IP" type="TextEdit" parent="JoinServer"]
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layout_mode = 1
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anchors_preset = 5
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anchor_left = 0.5
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anchor_right = 0.5
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offset_left = -240.5
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offset_right = 240.5
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offset_bottom = 58.0
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grow_horizontal = 2
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text = "127.0.0.1"
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[node name="Port" type="TextEdit" parent="JoinServer"]
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layout_mode = 1
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anchors_preset = 5
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anchor_left = 0.5
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anchor_right = 0.5
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offset_left = -230.0
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offset_top = 69.0
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offset_right = 228.0
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offset_bottom = 129.0
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grow_horizontal = 2
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text = "27015"
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[node name="TextEdit" type="TextEdit" parent="."]
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layout_mode = 1
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offset_right = 481.0
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offset_bottom = 58.0
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text = "Player Name"
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[connection signal="pressed" from="MainButtons/CreateServer" to="." method="_on_create_server_pressed"]
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[connection signal="pressed" from="MainButtons/JoinServer" to="." method="_on_join_server_pressed"]
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[connection signal="pressed" from="CreateServer/CreateButton" to="." method="_on_create_button_pressed"]
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[connection signal="pressed" from="JoinServer/JoinButton" to="." method="_on_join_button_pressed"]
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[connection signal="text_changed" from="TextEdit" to="." method="_on_text_edit_text_changed"]
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@ -1,17 +1,79 @@
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extends Node
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var players = {}
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var current_map: String = ""
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var local_player_health = 0
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var player_state_global: PlayerState = PlayerState.new()
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# Called when the node enters the scene tree for the first time.
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@rpc("reliable", "call_local")
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func get_player_health(id: int) -> int:
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return players.get(id)["health"]
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func _on_connected_ok():
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var player_state := PlayerState.new()
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register_player.rpc_id(1, multiplayer.get_unique_id(), player_state_global.name)
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@rpc("any_peer", "reliable", "call_remote")
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func register_player(id: int, name: String):
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print(name)
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print(id)
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var player_state := PlayerState.new()
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player_state.id = id
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player_state.name = name
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players[multiplayer.get_remote_sender_id()] = player_state
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print(players)
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func _on_player_connected(id):
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if multiplayer.is_server():
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print(str(id) + " is connected to " + str(multiplayer.get_unique_id()))
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GameServerManager.load_map.rpc_id(id, GameServerManager.current_map)
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func _ready() -> void:
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multiplayer.peer_connected.connect(_on_player_connected)
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multiplayer.connected_to_server.connect(_on_connected_ok)
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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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func set_map(name: String):
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current_map = name
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func create_server(player_data: PlayerManager) -> Error:
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var peer = ENetMultiplayerPeer.new()
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var err = peer.create_server(27015, 30)
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if err:
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return err
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multiplayer.multiplayer_peer = peer
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if DisplayServer.get_name() != "headless":
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var player_state := PlayerState.new()
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player_state.id = 1
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player_state.name = player_data.name
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players[1] = player_state
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get_tree().change_scene_to_file(current_map)
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return OK
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func join_server(player_data: PlayerManager, ip: String, port: int) -> Error:
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var peer = ENetMultiplayerPeer.new()
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var err = peer.create_client("127.0.0.1", 27015)
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if err != OK:
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return err
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player_state_global.id = multiplayer.get_remote_sender_id()
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player_state_global.name = player_data.name
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multiplayer.multiplayer_peer = peer
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register_player.rpc_id(1, player_state_global)
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return OK
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@rpc("authority", "call_remote")
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func load_map(map: String):
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get_tree().change_scene_to_file(map)
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func request_data_from_client(id: int):
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send_data_to_server.rpc_id(id)
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@rpc("any_peer", "call_remote")
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func send_data_to_server():
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pass
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12
scripts/player_manager.gd
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12
scripts/player_manager.gd
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class_name PlayerManager extends Object
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var name: String
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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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