Rebuild multiplayer on the stock spawner and synchronizer
Adding an object to the game no longer requires any networking code. The
MultiplayerSpawner runs in its default mode — no spawn_function, no payload
dictionary — and NetReplication builds each object's SceneReplicationConfig
from a convention, so scenes carry no hand-authored replication at all.
Every replicated node gets two generated synchronizers: NetSync for script
state, always server-owned, and NetXform for position, handed to whoever is
holding the object. That split is what makes grab prediction work — a
synchronizer never applies inbound state on the peer that owns it, so a
player's own hand drives an object with no round trip while is_dirty and
friends keep flowing one way from the server.
Interaction is now two RPCs for the whole game (NetGrab), and client gating is
one rule applied to every object (NetWorld). Deleted: net_pickable.gd, the
replicated net_held_by field and its held-state juggling, the
grant/reject/force-release negotiation, the static-item despawn RPC, and the
per-scene replication configs. Authority is the single source of truth for who
simulates an object.
Two things the convention had to learn, both found by the test suite:
* Addon scripts are excluded. godot-xr-tools' snap zones and pickables expose
a public `enabled`, which is exactly the flag each peer must set for itself
— so replicating it meant the server sent `enabled = true` back over every
client's gate, and stations went on grabbing objects out of the local
player's hands.
* Arrays of nodes are excluded. Array[Node3D] and Array[FoodItem] would
otherwise try to serialise live node references.
table.gd's replicated state loses its underscore prefix, which now marks a
variable as private and unreplicated; two in-place array mutations there were
skipping their setters, and the progress bar could divide by zero on a client.
Suite: 146/146 passing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
+55
-131
@@ -1,155 +1,79 @@
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extends Node
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class_name WorldLayout
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## Data-driven description of what's in the multiplayer world. The server (or
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## the single machine, when offline) spawns every entry through
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## NetworkManager.spawn_item() instead of baking these into the scene file, so
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## a joining client receives them from the server rather than assuming its own
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## copy of the scene matches. Swapping the contents of these two functions is
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## the only change needed for a future varying/procedural layout.
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## Reads the kitchen a scene file authored and describes it as data, so the
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## server can respawn it as replicated objects.
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##
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## Positions below are transcribed verbatim from the previous baked layout in
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## Scenes/multiPlayer.tscn so the starting world is unchanged.
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## The authored nodes are a template, not the live world. Baking them into the
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## scene would mean each peer ran its own unsynced copy; spawning them means the
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## client receives the server's, through the same path as a mid-session join.
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## Directories whose scenes count as world content, and the base type to look for
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## in each. Anything instanced from these is picked up automatically — adding a
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## new station or item needs no change here.
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const SOURCES := [
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{"dir": "res://Stations/", "type": "StaticBody3D"},
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{"dir": "res://Items/", "type": "XRToolsPickable"},
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{"dir": "res://Containers/", "type": "XRToolsPickable"},
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]
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func get_node_data(node):
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# {"scene": "res://Stations/Hob.tscn", "name": "Hob",
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# "xform": Transform3D(Basis(), Vector3(0.29336345, 0.8981018, -1.484)), "props": {}},
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var data = {}
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data["scene"] = node.scene_file_path
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data["name"] = node.name
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# global, not local: the copies are respawned under WorldContent, so an
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# authored node that was nested inside another (JonScene parents Counter5
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# under Counter3) would otherwise land in the wrong place.
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data["xform"] = node.global_transform
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data["props"] = {}
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var scrip = node.get_script()
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if scrip:
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for i in scrip.get_script_property_list():
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# Only authored configuration — i.e. @export vars, which are the ones
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# the editor exposes. Plain script variables are live runtime state:
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# copying those and replaying them into a fresh instance re-runs their
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# setters before the node is in the tree, so any setter touching an
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# @onready reference blows up (Table's _state calls into its progress
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# bar, which is still null at that point).
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if not (i.usage & PROPERTY_USAGE_EDITOR):
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continue
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if str(i["name"]).begins_with("_"):
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continue
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data["props"][i["name"]] = node.get(i["name"])
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return data
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## The authored station nodes sitting in the current scene: anything instanced
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## from res://Stations/. Exposed as nodes (not just data) because every peer has
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## to remove these originals — the server replaces them with replicated copies,
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## and a client that kept its own would end up showing two of everything.
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func get_station_nodes() -> Array[Node]:
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return _authored_nodes("res://Stations/", "StaticBody3D")
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## Likewise for authored items. Containers/ counts as items too — plates and
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## trays are things the player carries, and a client that never received one
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## would have an incomplete world.
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func get_item_nodes() -> Array[Node]:
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var found := _authored_nodes("res://Items/", "XRToolsPickable")
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found.append_array(_authored_nodes("res://Containers/", "XRToolsPickable"))
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## Every authored node in the current scene, stations first.
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##
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## Order matters: stations have to exist before items, so an item spawning on top
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## of one lands in a snap zone that is already there.
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func get_authored_nodes() -> Array[Node]:
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var found: Array[Node] = []
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for source in SOURCES:
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for node in _instances_of(source["dir"], source["type"]):
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if not found.has(node):
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found.append(node)
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return found
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func _authored_nodes(dir: String, type: String) -> Array[Node]:
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func _instances_of(dir: String, type: String) -> Array[Node]:
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var scenes := []
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for file in ResourceLoader.list_directory(dir):
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scenes.append(dir + file)
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var found: Array[Node] = []
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for node in get_tree().root.find_children("*", type, true, false):
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if node.scene_file_path in scenes and not found.has(node):
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if node.scene_file_path in scenes:
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found.append(node)
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return found
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func get_stations() -> Array[Dictionary]:
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## Turns authored nodes into spawn descriptions.
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func describe(nodes: Array[Node]) -> Array[Dictionary]:
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var data: Array[Dictionary] = []
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for node in get_station_nodes():
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data.append(get_node_data(node))
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for node in nodes:
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data.append(_describe_one(node))
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return data
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func get_items() -> Array[Dictionary]:
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var data: Array[Dictionary] = []
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for node in get_item_nodes():
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data.append(get_node_data(node))
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return data
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func _describe_one(node: Node) -> Dictionary:
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return {
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"scene": node.scene_file_path,
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"name": node.name,
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# Global, not local: the copies are respawned under one content root, so
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# an authored node nested inside another (JonScene parents Counter5 under
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# Counter3) would otherwise land in the wrong place.
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"xform": node.global_transform,
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"props": _authored_props(node),
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}
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static func get_stations_old() -> Array[Dictionary]:
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return [
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{"scene": "res://Stations/Hob.tscn", "name": "Hob",
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"xform": Transform3D(Basis(), Vector3(0.29336345, 0.8981018, -1.484)), "props": {}},
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{"scene": "res://Stations/BurgerBunsDispenser.tscn", "name": "BurgerBunsDispenser",
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"xform": Transform3D(Basis(), Vector3(-1.832131, 0.40028095, -1.4813508)), "props": {}},
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{"scene": "res://Stations/sink.tscn", "name": "Sink",
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"xform": Transform3D(Basis(), Vector3(1.3140475, 0.9061539, -1.4941733)), "props": {}},
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{"scene": "res://Stations/dirt_station.tscn", "name": "DirtStation",
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"xform": Transform3D(Basis(), Vector3(2.0864775, 0.8981018, -1.244947)), "props": {}},
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{"scene": "res://Stations/Counter.tscn", "name": "Counter",
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"xform": Transform3D(Basis(), Vector3(-0.7124918, 0.90304357, -1.4886917)), "props": {}},
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{"scene": "res://Stations/Counter.tscn", "name": "Counter2",
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"xform": Transform3D(Vector3(-4.371139e-08, 0.0, 1.0), Vector3(0.0, 1.0, 0.0), Vector3(-1.0, 0.0, -4.371139e-08), Vector3(-1.7648025, 0.90304357, -0.4458799)), "props": {}},
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{"scene": "res://Stations/Counter.tscn", "name": "Counter3",
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"xform": Transform3D(Vector3(-4.371139e-08, 0.0, 1.0), Vector3(0.0, 1.0, 0.0), Vector3(-1.0, 0.0, -4.371139e-08), Vector3(-1.7648025, 0.90304357, 0.55367994)), "props": {}},
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{"scene": "res://Stations/Counter.tscn", "name": "Counter4",
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"xform": Transform3D(Vector3(-4.371139e-08, 0.0, 1.0), Vector3(0.0, 1.0, 0.0), Vector3(-1.0, 0.0, -4.371139e-08), Vector3(-1.7648025, 0.90304357, 1.5539298)), "props": {}},
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{"scene": "res://Stations/table.tscn", "name": "Table",
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"xform": Transform3D(Basis(), Vector3(1.633146, 0.9030438, 1.1343781)),
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"props": {
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"initial_thinking_time": 8.0,
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"initial_primary_time": 40.0,
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"initial_friend_time": 3.0,
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"initial_eating_time": 3.0,
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}},
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]
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static func get_items_old() -> Array[Dictionary]:
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var items: Array[Dictionary] = []
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items.append(_item("res://Items/BurgerBuns.tscn", "BurgerBuns", Vector3(-1.8162017, 1.6081157, -1.4714175)))
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items.append(_item("res://Items/BurgerBuns.tscn", "BurgerBuns2", Vector3(-1.3596323, 1.4110342, -0.22482127)))
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items.append(_item("res://Containers/plate.tscn", "Plate", Vector3(-1.5717233, 1.5454081, 1.5373346)))
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items.append(_item("res://Containers/plate.tscn", "Plate2", Vector3(-1.5730225, 1.499024, 0.59790254)))
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items.append(_item("res://Containers/plate.tscn", "Plate3", Vector3(-1.5818124, 1.499024, -0.4634577)))
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items.append(_item("res://Items/burger.tscn", "burger", Vector3(0.6888188, 1.4195822, -1.7110313)))
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items.append(_item("res://Items/burger.tscn", "burger2", Vector3(0.6931299, 1.5300478, -1.71225)))
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items.append(_item("res://Items/burger.tscn", "burger3", Vector3(0.69027674, 1.4969791, -1.7210286)))
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items.append(_item("res://Items/burger.tscn", "burger4", Vector3(0.69134104, 1.4543622, -1.7210286)))
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items.append(_item("res://Items/hamburger.tscn", "Hamburger", Vector3(-1.9352558, 1.623975, 1.2447833)))
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items.append(_item("res://Items/hamburger.tscn", "Hamburger2", Vector3(-1.9857153, 1.5329368, 0.9472374)))
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items.append(_item("res://Items/hamburger.tscn", "Hamburger3", Vector3(-1.7201865, 1.5329367, 0.14773655)))
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items.append(_item("res://Items/cooked_burger.tscn", "CookedBurger", Vector3(-0.30671906, 1.4131018, -1.0928738)))
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items.append(_item("res://Items/cooked_burger.tscn", "CookedBurger2", Vector3(-0.30671906, 1.4496142, -1.0928738)))
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items.append(_item("res://Items/cooked_burger.tscn", "CookedBurger3", Vector3(-1.3344773, 1.4398065, -0.7096845)))
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items.append(_item("res://Items/cooked_burger.tscn", "CookedBurger4", Vector3(-0.30671906, 1.525444, -1.0928738)))
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items.append(_item("res://Items/PickupCube.tscn", "PickableObject", Vector3(0.6225724, 1.4792972, -1.0473135)))
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items.append(_item("res://Items/PickupCube.tscn", "PickableObject2", Vector3(0.6359743, 1.4639391, -1.1673055)))
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items.append(_item("res://Items/PickupCube.tscn", "PickableObject3", Vector3(0.5142721, 1.4792972, -1.0473135)))
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items.append(_item("res://Items/PickupCube.tscn", "PickableObject4", Vector3(0.5276739, 1.4639391, -1.1673055)))
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items.append(_item("res://Items/PickupCube.tscn", "PickableObject5", Vector3(0.73287535, 1.4792972, -1.0473135)))
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items.append(_item("res://Items/PickupCube.tscn", "PickableObject6", Vector3(0.7462772, 1.4639391, -1.1673055)))
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items.append(_item("res://Items/PickupCube.tscn", "PickableObject7", Vector3(-1.3556751, 1.4792972, 0.28881657)))
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items.append(_item("res://Items/PickupCube.tscn", "PickableObject8", Vector3(-1.3422732, 1.4639391, 0.16882455)))
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items.append(_item("res://Items/PickupCube.tscn", "PickableObject9", Vector3(-1.4639754, 1.4792972, 0.28881657)))
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items.append(_item("res://Items/PickupCube.tscn", "PickableObject10", Vector3(-1.4505737, 1.4639391, 0.16882455)))
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return items
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static func _item(scene: String, name: String, pos: Vector3) -> Dictionary:
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return {"scene": scene, "name": name, "xform": Transform3D(Basis(), pos), "props": {}}
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# Only authored configuration — @export vars, the ones the editor exposes. Plain
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# script variables are live runtime state, and replaying those into a fresh
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# instance re-runs their setters before the node is in the tree, where any setter
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# touching an @onready reference blows up.
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func _authored_props(node: Node) -> Dictionary:
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var props := {}
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var script: Script = node.get_script() as Script
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if not script:
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return props
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for prop in script.get_script_property_list():
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var prop_name := str(prop["name"])
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if not (prop["usage"] & PROPERTY_USAGE_EDITOR) or prop_name.begins_with("_"):
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continue
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props[prop_name] = node.get(prop_name)
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return props
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Reference in New Issue
Block a user