Add MultiplayerSyncronizers to stations
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@@ -86,7 +86,7 @@ var _frame_index := 0
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func _ready() -> void:
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var args := OS.get_cmdline_user_args()
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var args := OS.get_cmdline_args()
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_auto_mode = "--mptest" in args
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# Opt-in only. This node also sits in the real multiplayer scene (so a client
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# joining a test session has a driver), and must be completely inert during
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@@ -788,7 +788,7 @@ func _setup_frames() -> void:
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_frames_enabled = false
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_log("frame capture disabled: a headless run has no rendered output to grab")
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return
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var role := "server" if "--server" in OS.get_cmdline_user_args() else "client"
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var role := "server" if "--server" in OS.get_cmdline_args() else "client"
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_frames_dir = "res://logs/mptest_frames_%s" % role
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DirAccess.make_dir_recursive_absolute(ProjectSettings.globalize_path(_frames_dir))
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# Clear out a previous run's frames, or the GIF would splice the two together.
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@@ -1410,7 +1410,7 @@ func _banner(s: String) -> void:
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# would otherwise fight over one file (the engine's own godot.log has exactly
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# that problem when two peers run at once — it rotates per process).
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func _open_log() -> void:
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var role := "server" if "--server" in OS.get_cmdline_user_args() else "client"
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var role := "server" if "--server" in OS.get_cmdline_args() else "client"
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var path := "res://logs/mptest_%s.log" % role
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DirAccess.make_dir_recursive_absolute(ProjectSettings.globalize_path("res://logs"))
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_log_file = FileAccess.open(path, FileAccess.WRITE)
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