WIP: Add a dedicated server option
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@ -16,11 +16,23 @@ func _on_connected_ok():
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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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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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if multiplayer.is_server():
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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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@rpc("any_peer", "reliable", "call_remote")
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func remove_player(id: int):
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if multiplayer.is_server():
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if players.has(id):
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players.erase(id)
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func _on_player_disconnected(id):
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remove_player.rpc_id(1, id)
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func _on_player_connected(id):
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pass
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#if multiplayer.is_server():
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@ -28,6 +40,7 @@ func _on_player_connected(id):
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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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pass # Replace with function body.
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@ -43,8 +56,8 @@ func create_server(player_data: PlayerManager) -> Error:
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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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if not OS.has_feature("dedicated_server"):
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multiplayer.multiplayer_peer = peer
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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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