Fix gamemanager state syncing
This commit is contained in:
+142
-76
@@ -2,141 +2,200 @@ extends Node
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const STAR_DAY_FREQUENCY: int = 3
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var money: int = 1000:
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get:
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return money
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set(value):
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if not multiplayer.is_server():
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push_warning("Clients cannot modify money directly.")
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return
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money = max(0, value)
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_sync_money.rpc(money)
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var money: int = 1000:
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get: return money
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func set_money(value):
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if multiplayer.is_server():
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money = max(0,value)
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client_sync_money.rpc(money)
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print("GameManager: set_money money set to ", money)
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else:
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print("GameManager: set_money client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set money directly, sending request to server")
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server_set_money.rpc_id(1, value)
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@rpc("authority", "call_remote", "reliable") # Server updates clients
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func _sync_money(new_amount: int) -> void:
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money = new_amount
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@rpc("any_peer", "call_remote", "reliable") # CLIENT -> SERVER: Request a change
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func server_set_money(value: int) -> void: set_money(value)
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@rpc("authority", "call_remote", "reliable") # SERVER -> CLIENTS: Replicate new change
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func client_sync_money(value: int) -> void: money = value
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var day_number: int = 1:
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get:
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return day_number
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set(value):
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if not multiplayer.is_server():
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push_warning("Clients cannot modify day_number directly.")
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return
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func set_day_number(value: int) -> void:
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if multiplayer.is_server():
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day_number = value
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_sync_day_number.rpc(day_number)
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client_sync_day_number.rpc(day_number)
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print("GameManager: set_day_number day_number set to ", day_number)
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else:
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print("GameManager: set_day_number client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set day_number directly, sending request to server")
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server_set_day_number.rpc_id(1, value)
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@rpc("any_peer", "call_remote", "reliable")
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func server_set_day_number(value: int) -> void:
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set_day_number(value)
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@rpc("authority", "call_remote", "reliable")
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func _sync_day_number(new_value: int) -> void:
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day_number = new_value
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func client_sync_day_number(value: int) -> void:
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day_number = value
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var meals_in_play: Array[String] = []:
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get:
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return meals_in_play
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set(value):
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if not multiplayer.is_server():
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push_warning("Clients cannot modify meals_in_play directly.")
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return
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func set_meals_in_play(value: Array[String]) -> void:
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if multiplayer.is_server():
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meals_in_play = value
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_sync_meals_in_play.rpc(meals_in_play)
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client_sync_meals_in_play.rpc(meals_in_play)
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print("GameManager: set_meals_in_play meals_in_play set to ", meals_in_play)
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else:
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print("GameManager: set_meals_in_play client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set meals_in_play directly, sending request to server")
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server_set_meals_in_play.rpc_id(1, value)
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@rpc("any_peer", "call_remote", "reliable")
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func server_set_meals_in_play(value: Array[String]) -> void:
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set_meals_in_play(value)
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@rpc("authority", "call_remote", "reliable")
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func _sync_meals_in_play(new_value: Array[String]) -> void:
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meals_in_play = new_value
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func client_sync_meals_in_play(value: Array[String]) -> void:
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meals_in_play = value
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var sides_in_play: Array[String] = []:
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get:
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return sides_in_play
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set(value):
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if not multiplayer.is_server():
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push_warning("Clients cannot modify sides_in_play directly.")
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return
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func set_sides_in_play(value: Array[String]) -> void:
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if multiplayer.is_server():
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sides_in_play = value
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_sync_sides_in_play.rpc(sides_in_play)
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client_sync_sides_in_play.rpc(sides_in_play)
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print("GameManager: set_sides_in_play sides_in_play set to ", sides_in_play)
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else:
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print("GameManager: set_sides_in_play client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set sides_in_play directly, sending request to server")
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server_set_sides_in_play.rpc_id(1, value)
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@rpc("any_peer", "call_remote", "reliable")
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func server_set_sides_in_play(value: Array[String]) -> void:
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set_sides_in_play(value)
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@rpc("authority", "call_remote", "reliable")
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func _sync_sides_in_play(new_value: Array[String]) -> void:
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sides_in_play = new_value
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func client_sync_sides_in_play(value: Array[String]) -> void:
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sides_in_play = value
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# GameConfig - difficulty settings
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var day_length_seconds: float = 60.0:
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get:
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return day_length_seconds
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set(value):
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if not multiplayer.is_server():
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push_warning("Clients cannot modify day_length_seconds directly.")
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return
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func set_day_length_seconds(value: float) -> void:
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if multiplayer.is_server():
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day_length_seconds = value
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_sync_day_length_seconds.rpc(day_length_seconds)
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client_sync_day_length_seconds.rpc(day_length_seconds)
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print("GameManager: set_day_length_seconds day_length_seconds set to ", day_length_seconds)
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else:
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print("GameManager: set_day_length_seconds client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set day_length_seconds directly, sending request to server")
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server_set_day_length_seconds.rpc_id(1, value)
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@rpc("any_peer", "call_remote", "reliable")
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func server_set_day_length_seconds(value: float) -> void:
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set_day_length_seconds(value)
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@rpc("authority", "call_remote", "reliable")
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func _sync_day_length_seconds(new_value: float) -> void:
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day_length_seconds = new_value
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func client_sync_day_length_seconds(value: float) -> void:
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day_length_seconds = value
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var customers_per_day: float = 5.0:
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get:
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return customers_per_day
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set(value):
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if not multiplayer.is_server():
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push_warning("Clients cannot modify customers_per_day directly.")
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return
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func set_customers_per_day(value: float) -> void:
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if multiplayer.is_server():
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customers_per_day = value
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_sync_customers_per_day.rpc(customers_per_day)
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client_sync_customers_per_day.rpc(customers_per_day)
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print("GameManager: set_customers_per_day customers_per_day set to ", customers_per_day)
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else:
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print("GameManager: set_customers_per_day client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set customers_per_day directly, sending request to server")
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server_set_customers_per_day.rpc_id(1, value)
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@rpc("any_peer", "call_remote", "reliable")
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func server_set_customers_per_day(value: float) -> void:
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set_customers_per_day(value)
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@rpc("authority", "call_remote", "reliable")
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func _sync_customers_per_day(new_value: float) -> void:
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customers_per_day = new_value
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func client_sync_customers_per_day(value: float) -> void:
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customers_per_day = value
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var customers_count_increase_per_day: float = 1.0:
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get:
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return customers_count_increase_per_day
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set(value):
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if not multiplayer.is_server():
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push_warning("Clients cannot modify customers_count_increase_per_day directly.")
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return
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func set_customers_count_increase_per_day(value: float) -> void:
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if multiplayer.is_server():
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customers_count_increase_per_day = value
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_sync_customers_count_increase_per_day.rpc(customers_count_increase_per_day)
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client_sync_customers_count_increase_per_day.rpc(customers_count_increase_per_day)
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print("GameManager: set_customers_count_increase_per_day customers_count_increase_per_day set to ", customers_count_increase_per_day)
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else:
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print("GameManager: set_customers_count_increase_per_day client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set customers_count_increase_per_day directly, sending request to server")
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server_set_customers_count_increase_per_day.rpc_id(1, value)
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@rpc("any_peer", "call_remote", "reliable")
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func server_set_customers_count_increase_per_day(value: float) -> void:
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set_customers_count_increase_per_day(value)
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@rpc("authority", "call_remote", "reliable")
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func _sync_customers_count_increase_per_day(new_value: float) -> void:
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customers_count_increase_per_day = new_value
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func client_sync_customers_count_increase_per_day(value: float) -> void:
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customers_count_increase_per_day = value
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var group_min_size: int = 1:
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get:
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return group_min_size
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set(value):
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if not multiplayer.is_server():
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push_warning("Clients cannot modify group_min_size directly.")
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return
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func set_group_min_size(value: int) -> void:
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if multiplayer.is_server():
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group_min_size = value
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_sync_group_min_size.rpc(group_min_size)
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client_sync_group_min_size.rpc(group_min_size)
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print("GameManager: set_group_min_size group_min_size set to ", group_min_size)
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else:
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print("GameManager: set_group_min_size client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set group_min_size directly, sending request to server")
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server_set_group_min_size.rpc_id(1, value)
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@rpc("any_peer", "call_remote", "reliable")
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func server_set_group_min_size(value: int) -> void:
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set_group_min_size(value)
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@rpc("authority", "call_remote", "reliable")
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func _sync_group_min_size(new_value: int) -> void:
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group_min_size = new_value
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func client_sync_group_min_size(value: int) -> void:
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group_min_size = value
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var group_max_size: int = 2:
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get:
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return group_max_size
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set(value):
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if not multiplayer.is_server():
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push_warning("Clients cannot modify group_max_size directly.")
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return
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func set_group_max_size(value: int) -> void:
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if multiplayer.is_server():
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group_max_size = value
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_sync_group_max_size.rpc(group_max_size)
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client_sync_group_max_size.rpc(group_max_size)
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print("GameManager: set_group_max_size group_max_size set to ", group_max_size)
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else:
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print("GameManager: set_group_max_size client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set group_max_size directly, sending request to server")
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server_set_group_max_size.rpc_id(1, value)
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@rpc("any_peer", "call_remote", "reliable")
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func server_set_group_max_size(value: int) -> void:
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set_group_max_size(value)
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@rpc("authority", "call_remote", "reliable")
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func _sync_group_max_size(new_value: int) -> void:
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group_max_size = new_value
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func client_sync_group_max_size(value: int) -> void:
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group_max_size = value
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enum GameState {
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@@ -148,17 +207,24 @@ enum GameState {
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var game_state: GameState = GameState.BUILDING:
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get:
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return game_state
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set(value):
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if not multiplayer.is_server():
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push_warning("Clients cannot modify game_state directly.")
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return
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func set_game_state(value: GameState) -> void:
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if multiplayer.is_server():
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game_state = value
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_sync_game_state.rpc(game_state)
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client_sync_game_state.rpc(game_state)
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Signals.game_state_changed.emit(game_state)
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print("GameManager: set_game_state game_state set to ", game_state)
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else:
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print("GameManager: set_game_state client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set game_state directly, sending request to server")
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server_set_game_state.rpc_id(1, value)
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@rpc("any_peer", "call_remote", "reliable")
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func server_set_game_state(value: GameState) -> void:
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set_game_state(value)
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@rpc("authority", "call_remote", "reliable")
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func _sync_game_state(new_value: GameState) -> void:
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game_state = new_value
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func client_sync_game_state(value: GameState) -> void:
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game_state = value
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Signals.game_state_changed.emit(game_state)
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