WIP: Handle player disconnected

This commit is contained in:
2025-01-30 13:36:53 +01:00
parent c877e81562
commit f61b961d42
3 changed files with 19 additions and 12 deletions

View File

@ -12,7 +12,8 @@ func _ready() -> void:
var err := GameServerManager.create_server(player_manager)
if err != OK:
push_error("couldn't create a server")
change_level.call_deferred(load(path))
change_level.call_deferred(path)
print(get_tree().get_root())
else:
var map_dir := DirAccess.open("res://scenes/maps/maps/")
if map_dir:
@ -45,18 +46,26 @@ func _on_create_button_pressed() -> void:
if err != OK:
push_error("couldn't create a server")
$UI.hide()
change_level.call_deferred(load(path))
change_level.call_deferred(path)
# Call this function deferred and only on the main authority (server).
func change_level(scene: PackedScene):
func change_level(path: String):
# Remove old level if any.
var level = $LevelLoader/CurrentLevel
print("cleaning up the mount node")
for c in level.get_children():
level.remove_child(c)
c.queue_free()
# Add new level.
level.add_child(scene.instantiate())
if not ResourceLoader.exists(path):
print(ERR_DOES_NOT_EXIST)
var scene: PackedScene = ResourceLoader.load(path)
if scene.can_instantiate():
var node: Node3D = scene.instantiate()
print("loading map: " + node.name)
level.add_child(node)
else:
print("Can't initialize")
func _on_text_edit_text_changed() -> void: