WIP: Add a proper server logic

This commit is contained in:
2025-01-28 23:54:14 +01:00
parent 9b1ab02b94
commit 8f255e28c3
6 changed files with 257 additions and 7 deletions

View File

@ -8,9 +8,14 @@ var player_spawner: PlayerSpawnerController
var object_spawner: Node3D
@onready var spawn_locations: SpawnController = $SpawnLocations
func _on_player_connected(id):
if multiplayer.is_server():
GameServerManager.load_map.rpc_id(id, GameServerManager.current_map)
# add the player to the
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# add player spawner
var err: Error = OK
@ -26,7 +31,6 @@ func _ready() -> void:
_spawn_player()
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass

View File

@ -18,13 +18,11 @@ func _get_root() -> Node3D:
# -- Spawn a player node and sync it across all peers
func spawn_players(spawn_location: SpawnController) -> Error:
print("spawning players")
var char : Node3D = null
print(GameServerManager.players)
for i in GameServerManager.players:
var player_data = GameServerManager.players[i]
var player_data: PlayerState = GameServerManager.players[i]
char = ResourceLoader.load("res://scenes/characters/placeholder.tscn").instantiate()
char.name = "PlayerPlaceholder_" + str(player_data.name)
char.name = "PlayerPlaceholder_" + str(player_data.id)
var position = spawn_location.get_spawner(SpawnController.Sides.BLUE)
char.global_position = position
char.global_position = position