From 461bd229b7ac273b0e28df0f6575c1ea4870c955 Mon Sep 17 00:00:00 2001 From: Luna Date: Sat, 20 Jan 2018 01:57:36 -0500 Subject: [PATCH] Allow more than two players to play --- scripts/lobby.gd | 14 ++++++++++---- 1 file changed, 10 insertions(+), 4 deletions(-) diff --git a/scripts/lobby.gd b/scripts/lobby.gd index d0c8b3b..eb01bb3 100644 --- a/scripts/lobby.gd +++ b/scripts/lobby.gd @@ -57,12 +57,18 @@ func collect_info(): my_info.username = get_node("Username").get_text() my_info.hero = get_node("HeroSelect").get_selected_id() -remote func register_player(id, info): - player_info[id] = info +remote func register_player(new_peer, info): + player_info[new_peer] = info if (get_tree().is_network_server()): # Send current players' info to new player - for peer_id in player_info: - rpc_id(id, "register_player", peer_id, player_info[peer_id]) + for old_peer in player_info: + # Send new player, old player's info + rpc_id(new_peer, "register_player", old_peer, player_info[old_peer]) + # You'd think this part could be met with a simple `rpc(`, but actually it can't + # My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO) + if old_peer != 1 and old_peer != new_peer: + # Send old player, new player's info (not us, no infinite loop) + rpc_id(old_peer, "register_player", new_peer, info) if (player_info.size() == MAX_PLAYERS): start_game()