Fix Move windows script
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@@ -431,6 +431,8 @@ func request_join(ip: String) -> void:
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pending_ip = ip
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pending_ip = ip
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func consume_pending_session() -> void:
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func consume_pending_session() -> void:
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if is_online():
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return
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if pending_action == "host":
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if pending_action == "host":
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pending_action = ""
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pending_action = ""
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host()
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host()
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@@ -9,7 +9,8 @@ var customers_served: int = 0
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func _ready() -> void:
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func _ready() -> void:
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GameManager.set_game_state(GameManager.GameState.BUILDING)
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if NetworkManager.owns_world():
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GameManager.set_game_state(GameManager.GameState.BUILDING)
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Signals.game_state_changed.connect(_on_game_state_changed)
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Signals.game_state_changed.connect(_on_game_state_changed)
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Signals.table_satisfied.connect(_on_table_statisfied)
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Signals.table_satisfied.connect(_on_table_statisfied)
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@@ -1,20 +1,20 @@
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extends Node
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extends Node
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## Nudge down from the screen top so the window's title bar/menu stays visible.
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const SERVER_Y_OFFSET := 45
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func _ready() -> void:
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func _ready() -> void:
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if OS.has_feature("editor"):
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# Only the (non-VR) server window needs positioning; the VR instance's
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# Force subwindows to be native OS windows instead of embedded viewports
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# window is left wherever the OS/editor puts it.
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if OS.has_feature("editor") and OS.get_cmdline_args().has("--server"):
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get_tree().root.gui_embed_subwindows = false
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get_tree().root.gui_embed_subwindows = false
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get_tree().create_timer(0.05).timeout.connect(_position_window)
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get_tree().create_timer(0.05).timeout.connect(_position_window)
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func _position_window() -> void:
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func _position_window() -> void:
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var is_server: bool = OS.get_cmdline_args().has("--server")
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var screen_rect: Rect2i = DisplayServer.screen_get_usable_rect(DisplayServer.window_get_current_screen())
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var screen_rect: Rect2i = DisplayServer.screen_get_usable_rect(DisplayServer.window_get_current_screen())
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@warning_ignore("integer_division")
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@warning_ignore("integer_division")
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var window_width: int = screen_rect.size.x / 2
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var window_width: int = screen_rect.size.x / 2
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var window_height: int = int(screen_rect.size.y * (2.0 / 3.0))
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var x_pos: int = screen_rect.position.x + window_width
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var y_pos: int = screen_rect.position.y + SERVER_Y_OFFSET
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DisplayServer.window_set_size(Vector2i(window_width - 10, window_height))
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DisplayServer.window_set_position(Vector2i(x_pos, y_pos))
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if is_server:
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var x_pos: int = screen_rect.position.x + window_width
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DisplayServer.window_set_position(Vector2i(x_pos, screen_rect.position.y))
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@@ -12,7 +12,7 @@ var _camera: Camera3D
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func _ready() -> void:
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func _ready() -> void:
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var xr_interface := XRServer.find_interface("OpenXR")
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var xr_interface := XRServer.find_interface("OpenXR")
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if xr_interface and xr_interface.is_initialized():
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if xr_interface and xr_interface.is_initialized():
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SweetLogger.warning("{0} disabled - this instance is the VR client", [name])
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SweetLogger.debug("{0} disabled - this instance is the VR client", [name])
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return
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return
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if not _players:
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if not _players:
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SweetLogger.warning("{0} could not resolve players_path {1}", [name, players_path])
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SweetLogger.warning("{0} could not resolve players_path {1}", [name, players_path])
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