Finally fixed the sync issue!
Late joining now syncs properly!!!!!!
This commit is contained in:
+129
-7
@@ -13,6 +13,8 @@ extends Node3D
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var _weapon_spawn_counter: int = 0
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var _weapon_spawn_counter: int = 0
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# Track active weapons for late-join sync (server-side only)
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# Track active weapons for late-join sync (server-side only)
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var _active_weapons: Dictionary = {} # weapon_id -> WorldWeapon reference
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var _active_weapons: Dictionary = {} # weapon_id -> WorldWeapon reference
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# Track if we've already initialized to prevent double-spawning
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var _multiplayer_initialized: bool = false
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# multiplayer chat
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# multiplayer chat
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@onready var message: LineEdit = $MultiplayerChat/VBoxContainer/HBoxContainer/Message
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@onready var message: LineEdit = $MultiplayerChat/VBoxContainer/HBoxContainer/Message
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@@ -23,6 +25,8 @@ var _active_weapons: Dictionary = {} # weapon_id -> WorldWeapon reference
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var chat_visible = false
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var chat_visible = false
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func _ready():
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func _ready():
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print("[Level] _ready() called. Peer ID: ", multiplayer.get_unique_id(), " Is server: ", multiplayer.is_server())
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multiplayer_chat.hide()
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multiplayer_chat.hide()
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menu.show()
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menu.show()
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multiplayer_chat.set_process_input(true)
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multiplayer_chat.set_process_input(true)
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@@ -39,11 +43,28 @@ func _ready():
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add_child(weapons_container)
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add_child(weapons_container)
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print("Created WeaponsContainer")
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print("Created WeaponsContainer")
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# Clients: Remove manually placed weapons (server will sync them via RPC)
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# Don't initialize weapons in _ready() - wait for Host/Join to be pressed
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if not multiplayer.is_server():
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# This is handled in initialize_multiplayer() which is called after the
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# multiplayer peer is properly set up
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print("[Level] _ready() complete - waiting for Host/Join")
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func _on_connected_to_server():
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print("[Level] Connected to server! Cleaning up manual weapons")
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_cleanup_manual_weapons_on_client()
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_cleanup_manual_weapons_on_client()
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## Called by Network when multiplayer peer is set up
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func initialize_multiplayer():
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print("[Level] initialize_multiplayer called. is_server: ", multiplayer.is_server())
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# Prevent double initialization
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if _multiplayer_initialized:
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print("[Level] Already initialized, skipping")
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return
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return
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_multiplayer_initialized = true
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if multiplayer.is_server():
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print("[Level] Running server initialization")
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Network.connect("player_connected", Callable(self, "_on_player_connected"))
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Network.connect("player_connected", Callable(self, "_on_player_connected"))
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multiplayer.peer_disconnected.connect(_remove_player)
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multiplayer.peer_disconnected.connect(_remove_player)
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@@ -53,19 +74,40 @@ func _ready():
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# Spawn initial weapons when server starts
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# Spawn initial weapons when server starts
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_spawn_initial_weapons()
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_spawn_initial_weapons()
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# Spawn the host player (peer ID 1)
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print("[Level] Spawning host player")
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var host_info = Network.players.get(1, {"nick": "Host", "skin": "blue"})
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_add_player(1, host_info)
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else:
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# Client initialization - clean up manual weapons immediately
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print("[Level] Running client initialization - cleaning up manual weapons")
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_cleanup_manual_weapons_on_client()
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func _cleanup_manual_weapons_on_client():
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func _cleanup_manual_weapons_on_client():
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"""Remove manually placed weapons on clients (server will sync them via RPC)"""
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"""Remove manually placed weapons on clients (server will sync them via RPC)"""
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print("[Client ", multiplayer.get_unique_id(), "] _cleanup_manual_weapons_on_client called")
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if not weapons_container:
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if not weapons_container:
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print("[Client] No weapons_container found!")
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return
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return
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print("[Client] WeaponsContainer has ", weapons_container.get_child_count(), " children")
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var weapons_to_remove = []
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var weapons_to_remove = []
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for child in weapons_container.get_children():
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for child in weapons_container.get_children():
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if child is WorldWeapon and child.weapon_id == -1:
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print("[Client] Checking child: ", child.name, " (type: ", child.get_class(), ")")
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if child is WorldWeapon:
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print("[Client] - Is WorldWeapon with weapon_id: ", child.weapon_id)
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if child.weapon_id == -1:
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weapons_to_remove.append(child)
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weapons_to_remove.append(child)
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print("[Client] - Marked for removal")
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print("[Client] Found ", weapons_to_remove.size(), " weapons to remove")
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for weapon in weapons_to_remove:
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for weapon in weapons_to_remove:
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print("[Client] Removing manually placed weapon: ", weapon.name)
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print("[Client] Removing manually placed weapon: ", weapon.name)
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weapon.queue_free()
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# Use immediate removal to prevent RPC errors
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weapons_container.remove_child(weapon)
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weapon.free()
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func _initialize_manual_weapons():
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func _initialize_manual_weapons():
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"""Initialize any WorldWeapon nodes manually placed in the level scene"""
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"""Initialize any WorldWeapon nodes manually placed in the level scene"""
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@@ -144,16 +186,29 @@ func _spawn_initial_weapons():
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)
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)
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func _on_player_connected(peer_id, player_info):
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func _on_player_connected(peer_id, player_info):
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print("[Server] _on_player_connected called for peer ", peer_id, " with info: ", player_info)
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_add_player(peer_id, player_info)
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_add_player(peer_id, player_info)
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# Sync existing players to the newly joined player
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if multiplayer.is_server() and peer_id != 1:
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print("[Server] Syncing existing players to newly connected peer: ", peer_id)
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# Wait a frame to ensure new player is fully initialized
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await get_tree().process_frame
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for existing_player in players_container.get_children():
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var existing_id = int(existing_player.name)
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if existing_id != peer_id: # Don't sync the player to themselves
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print("[Server] Syncing existing player ", existing_id, " to peer ", peer_id)
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rpc_id(peer_id, "_spawn_player_local", existing_id, existing_player.position)
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# Sync existing weapons to the newly joined player (but not to server itself)
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# Sync existing weapons to the newly joined player (but not to server itself)
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if multiplayer.is_server() and peer_id != 1:
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if multiplayer.is_server() and peer_id != 1:
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print("[Server] Syncing weapons to newly connected peer: ", peer_id)
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print("[Server] Syncing weapons to newly connected peer: ", peer_id)
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print("[Server] Active weapons in _active_weapons: ", _active_weapons.keys())
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print("[Server] Active weapons count: ", _active_weapons.size())
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print("[Server] Active weapons count: ", _active_weapons.size())
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for weapon_id in _active_weapons.keys():
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for weapon_id in _active_weapons.keys():
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var weapon = _active_weapons[weapon_id]
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var weapon = _active_weapons[weapon_id]
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if is_instance_valid(weapon) and weapon.weapon_data:
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if is_instance_valid(weapon) and weapon.weapon_data:
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print("[Server] Sending weapon ", weapon_id, " to peer ", peer_id)
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print("[Server] Sending weapon ", weapon_id, " (", weapon.weapon_data.weapon_name, ") at position ", weapon.global_position, " to peer ", peer_id)
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# Send current position and zero velocity for syncing
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# Send current position and zero velocity for syncing
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rpc_id(peer_id, "_client_spawn_weapon",
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rpc_id(peer_id, "_client_spawn_weapon",
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weapon.weapon_data.resource_path,
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weapon.weapon_data.resource_path,
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@@ -161,24 +216,83 @@ func _on_player_connected(peer_id, player_info):
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Vector3.ZERO,
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Vector3.ZERO,
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weapon_id
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weapon_id
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)
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)
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else:
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print("[Server] Skipping invalid weapon ", weapon_id)
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# Sync equipped weapons for all existing players to the newly joined player
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print("[Server] Syncing equipped weapons to newly connected peer: ", peer_id)
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for player_node in players_container.get_children():
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var player = player_node as Character
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if player and is_instance_valid(player):
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# Skip the newly joined player (they don't have weapons yet)
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if int(player.name) == peer_id:
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continue
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# Sync main hand weapon
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if player.equipped_weapon and player.equipped_weapon.weapon_data:
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print("[Server] Syncing main hand weapon for player ", player.name, " to peer ", peer_id)
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player.rpc_id(peer_id, "equip_weapon_from_world",
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player.equipped_weapon.weapon_data.resource_path)
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# Sync off-hand weapon
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if player.equipped_offhand and player.equipped_offhand.weapon_data:
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print("[Server] Syncing off-hand weapon for player ", player.name, " to peer ", peer_id)
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player.rpc_id(peer_id, "equip_weapon_from_world",
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player.equipped_offhand.weapon_data.resource_path)
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func _on_host_pressed():
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func _on_host_pressed():
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print("[Level] Host button pressed")
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menu.hide()
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menu.hide()
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print("[Level] Calling Network.start_host()")
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Network.start_host(nick_input.text.strip_edges(), skin_input.text.strip_edges().to_lower())
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Network.start_host(nick_input.text.strip_edges(), skin_input.text.strip_edges().to_lower())
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print("[Level] Waiting one frame...")
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await get_tree().process_frame
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print("[Level] Calling initialize_multiplayer()")
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initialize_multiplayer()
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func _on_join_pressed():
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func _on_join_pressed():
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print("[Level] Join button pressed")
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menu.hide()
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menu.hide()
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print("[Level] Calling Network.join_game()")
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Network.join_game(nick_input.text.strip_edges(), skin_input.text.strip_edges().to_lower(), address_input.text.strip_edges())
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Network.join_game(nick_input.text.strip_edges(), skin_input.text.strip_edges().to_lower(), address_input.text.strip_edges())
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print("[Level] Waiting one frame...")
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await get_tree().process_frame
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print("[Level] Calling initialize_multiplayer()")
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initialize_multiplayer()
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func _add_player(id: int, player_info : Dictionary):
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func _add_player(id: int, player_info : Dictionary):
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print("[Level] _add_player called for peer ", id, " with info: ", player_info)
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# Server spawns player and replicates to all clients via RPC
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if multiplayer.is_server():
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if players_container.has_node(str(id)):
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if players_container.has_node(str(id)):
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print("[Level] Player ", id, " already exists, skipping")
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return
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return
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var spawn_pos = get_spawn_point()
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print("[Level] Server spawning player ", id, " at ", spawn_pos)
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# Spawn on server and all clients (call_local does both)
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rpc("_spawn_player_local", id, spawn_pos)
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@rpc("any_peer", "call_local", "reliable")
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func _spawn_player_local(id: int, spawn_pos: Vector3):
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if players_container.has_node(str(id)):
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print("[Peer ", multiplayer.get_unique_id(), "] Player ", id, " already exists, skipping")
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return
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print("[Peer ", multiplayer.get_unique_id(), "] Creating player instance for peer ", id)
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var player = player_scene.instantiate()
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var player = player_scene.instantiate()
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player.name = str(id)
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player.name = str(id)
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player.position = get_spawn_point()
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player.position = spawn_pos
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print("[Peer ", multiplayer.get_unique_id(), "] Adding player to PlayersContainer")
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players_container.add_child(player, true)
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players_container.add_child(player, true)
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print("[Peer ", multiplayer.get_unique_id(), "] Player ", id, " spawned at ", player.position)
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var nick = Network.players[id]["nick"]
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# Get player info from Network
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var player_info = Network.players.get(id, {"nick": "Player", "skin": "blue"})
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var nick = player_info["nick"]
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# Access nickname directly via node path since @onready hasn't loaded yet
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# Access nickname directly via node path since @onready hasn't loaded yet
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var nickname_label = player.get_node_or_null("PlayerNick/Nickname")
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var nickname_label = player.get_node_or_null("PlayerNick/Nickname")
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if nickname_label:
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if nickname_label:
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@@ -359,6 +473,14 @@ func remove_world_weapon(weapon_id: int):
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print("[ERROR] remove_world_weapon called on client!")
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print("[ERROR] remove_world_weapon called on client!")
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return
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return
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# Immediately remove from active weapons to prevent late-join sync issues
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if _active_weapons.has(weapon_id):
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_active_weapons.erase(weapon_id)
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print("[Server] Removed weapon ", weapon_id, " from _active_weapons. Remaining: ", _active_weapons.size())
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print("[Server] Remaining weapon IDs: ", _active_weapons.keys())
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else:
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print("[Server] WARNING: Weapon ", weapon_id, " not found in _active_weapons!")
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# Broadcast removal to all clients
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# Broadcast removal to all clients
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print("[Server] Broadcasting removal RPC to all clients")
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print("[Server] Broadcasting removal RPC to all clients")
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rpc("_remove_weapon_on_clients", weapon_id)
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rpc("_remove_weapon_on_clients", weapon_id)
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