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- Add rust bindings for the server player controller - Implement reconciliation loop for checking the player state - Place spawners on the test map - Add Containerfile and helm chart
42 lines
1.3 KiB
GDScript
42 lines
1.3 KiB
GDScript
class_name PlayerSpawnerController extends Node3D
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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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func _get_spawner() -> MultiplayerSpawner:
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return $MultiplayerSpawner
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func _get_root() -> Node3D:
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return $Players
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# -- Spawn a player node and sync it across all peers
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func spawn_players(spawn_location: SpawnController, id: int) -> Error:
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if multiplayer.is_server():
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var char : Node3D = null
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var player_data: PlayerState = GameServerManager.players[id]
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char = ResourceLoader.load("res://scenes/player/placeholder.tscn").instantiate()
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char.name = "PlayerPlaceholder_" + str(player_data.id)
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char.owner_id = id
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var position: Vector3 = spawn_location.get_spawner(SpawnController.Sides.BLUE)
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char.set_server_position(position)
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_get_root().add_child(char)
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return OK
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return ERR_UNAUTHORIZED
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func remove_player(id: int) -> Error:
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if multiplayer.is_server():
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var found_childen: Array[Node] =_get_root().get_children()
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for found_child in found_childen:
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if found_child.owner_id:
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if found_child.owner_id == id:
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found_child.queue_free()
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return OK
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return ERR_UNAUTHORIZED
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