update lobby for online players
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@ -4,6 +4,13 @@ extends Node
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var _open_games = {}
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var _players_online = []
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var _number_of_online_players
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func get_number_of_online_players():
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return len(get_tree().get_network_connected_peers())
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remote func get_online_players(id):
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rpc_id(id, "update_online_players", _number_of_online_players)
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remote func get_open_games_from_server(id):
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rpc_id(id, "update_open_games", _open_games)
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@ -29,17 +36,17 @@ remote func remove_game_from_game_list(game_id):
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var _queue = []
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var _hidden_games = {}
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func _process(delta):
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if _queue.empty():
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print("Nothing to do.")
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else:
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var player_id = dequeue()
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if _hidden_games.empty():
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create_game(player_id)
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else:
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join_next_hidden_game(player_id)
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#func _process(delta):
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# if _queue.empty():
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# print("Nothing to do.")
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# else:
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# var player_id = dequeue()
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#
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# if _hidden_games.empty():
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# create_game(player_id)
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# else:
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# join_next_hidden_game(player_id)
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#
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func create_game(player_id):
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pass
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@ -22,11 +22,12 @@ func start_server():
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get_tree().set_network_peer(peer)
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func _player_connected(id):
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print(str(id) + " connected to server.")
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NetworkingSync._players_online.append(id)
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NetworkingSync._number_of_online_players = len(get_tree().get_network_connected_peers())
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func _player_disconnected(id):
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print(str(id) + " left the game.")
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NetworkingSync._players_online.erase(id)
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NetworkingSync._number_of_online_players = len(get_tree().get_network_connected_peers())
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if id in NetworkingSync._open_games:
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NetworkingSync.remove_game_from_game_list(id)
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@ -7,7 +7,7 @@ custom_features=""
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export_filter="all_resources"
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include_filter=""
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exclude_filter=""
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export_path="../Executables/Server.x86_64"
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export_path="../../Godot_Executables/Server_linux/Server.x86_64"
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patch_list=PoolStringArray( )
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script_export_mode=1
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script_encryption_key=""
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