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@ -57,12 +57,18 @@ func collect_info(): |
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my_info.username = get_node("Username").get_text() |
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my_info.hero = get_node("HeroSelect").get_selected_id() |
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remote func register_player(id, info): |
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player_info[id] = info |
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remote func register_player(new_peer, info): |
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player_info[new_peer] = info |
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if (get_tree().is_network_server()): |
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# Send current players' info to new player |
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for peer_id in player_info: |
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rpc_id(id, "register_player", peer_id, player_info[peer_id]) |
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for old_peer in player_info: |
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# Send new player, old player's info |
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rpc_id(new_peer, "register_player", old_peer, player_info[old_peer]) |
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# You'd think this part could be met with a simple `rpc(`, but actually it can't |
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# My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO) |
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if old_peer != 1 and old_peer != new_peer: |
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# Send old player, new player's info (not us, no infinite loop) |
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rpc_id(old_peer, "register_player", new_peer, info) |
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if (player_info.size() == MAX_PLAYERS): |
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start_game() |
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