Replace XML codeblock spaces with tabs
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@ -15,57 +15,57 @@
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var base_multiplayer = SceneMultiplayer.new()
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func _init():
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# Just passthrough base signals (copied to var to avoid cyclic reference)
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var cts = connected_to_server
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var cf = connection_failed
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var sd = server_disconnected
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var pc = peer_connected
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var pd = peer_disconnected
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base_multiplayer.connected_to_server.connect(func(): cts.emit())
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base_multiplayer.connection_failed.connect(func(): cf.emit())
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base_multiplayer.server_disconnected.connect(func(): sd.emit())
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base_multiplayer.peer_connected.connect(func(id): pc.emit(id))
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base_multiplayer.peer_disconnected.connect(func(id): pd.emit(id))
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# Just passthrough base signals (copied to var to avoid cyclic reference)
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var cts = connected_to_server
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var cf = connection_failed
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var sd = server_disconnected
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var pc = peer_connected
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var pd = peer_disconnected
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base_multiplayer.connected_to_server.connect(func(): cts.emit())
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base_multiplayer.connection_failed.connect(func(): cf.emit())
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base_multiplayer.server_disconnected.connect(func(): sd.emit())
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base_multiplayer.peer_connected.connect(func(id): pc.emit(id))
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base_multiplayer.peer_disconnected.connect(func(id): pd.emit(id))
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func _poll():
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return base_multiplayer.poll()
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return base_multiplayer.poll()
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# Log RPC being made and forward it to the default multiplayer.
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func _rpc(peer: int, object: Object, method: StringName, args: Array) -> Error:
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print("Got RPC for %d: %s::%s(%s)" % [peer, object, method, args])
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return base_multiplayer.rpc(peer, object, method, args)
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print("Got RPC for %d: %s::%s(%s)" % [peer, object, method, args])
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return base_multiplayer.rpc(peer, object, method, args)
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# Log configuration add. E.g. root path (nullptr, NodePath), replication (Node, Spawner|Synchronizer), custom.
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func _object_configuration_add(object, config: Variant) -> Error:
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if config is MultiplayerSynchronizer:
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print("Adding synchronization configuration for %s. Synchronizer: %s" % [object, config])
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elif config is MultiplayerSpawner:
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print("Adding node %s to the spawn list. Spawner: %s" % [object, config])
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return base_multiplayer.object_configuration_add(object, config)
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if config is MultiplayerSynchronizer:
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print("Adding synchronization configuration for %s. Synchronizer: %s" % [object, config])
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elif config is MultiplayerSpawner:
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print("Adding node %s to the spawn list. Spawner: %s" % [object, config])
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return base_multiplayer.object_configuration_add(object, config)
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# Log configuration remove. E.g. root path (nullptr, NodePath), replication (Node, Spawner|Synchronizer), custom.
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func _object_configuration_remove(object, config: Variant) -> Error:
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if config is MultiplayerSynchronizer:
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print("Removing synchronization configuration for %s. Synchronizer: %s" % [object, config])
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elif config is MultiplayerSpawner:
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print("Removing node %s from the spawn list. Spawner: %s" % [object, config])
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return base_multiplayer.object_configuration_remove(object, config)
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if config is MultiplayerSynchronizer:
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print("Removing synchronization configuration for %s. Synchronizer: %s" % [object, config])
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elif config is MultiplayerSpawner:
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print("Removing node %s from the spawn list. Spawner: %s" % [object, config])
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return base_multiplayer.object_configuration_remove(object, config)
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# These can be optional, but in our case we want to extend SceneMultiplayer, so forward everything.
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func _set_multiplayer_peer(p_peer: MultiplayerPeer):
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base_multiplayer.multiplayer_peer = p_peer
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base_multiplayer.multiplayer_peer = p_peer
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func _get_multiplayer_peer() -> MultiplayerPeer:
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return base_multiplayer.multiplayer_peer
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return base_multiplayer.multiplayer_peer
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func _get_unique_id() -> int:
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return base_multiplayer.get_unique_id()
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return base_multiplayer.get_unique_id()
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func _get_remote_sender_id() -> int:
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return base_multiplayer.get_remote_sender_id()
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return base_multiplayer.get_remote_sender_id()
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func _get_peer_ids() -> PackedInt32Array:
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return base_multiplayer.get_peers()
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return base_multiplayer.get_peers()
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[/gdscript]
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[/codeblocks]
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Then in your main scene or in an autoload call [method SceneTree.set_multiplayer] to start using your custom [MultiplayerAPI]:
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@ -73,8 +73,8 @@
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[gdscript]
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# autoload.gd
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func _enter_tree():
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# Sets our custom multiplayer as the main one in SceneTree.
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get_tree().set_multiplayer(LogMultiplayer.new())
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# Sets our custom multiplayer as the main one in SceneTree.
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get_tree().set_multiplayer(LogMultiplayer.new())
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[/gdscript]
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[/codeblocks]
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Native extensions can alternatively use the [method MultiplayerAPI.set_default_interface] method during initialization to configure themselves as the default implementation.
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