Refactor to fit game-shell structure; externalized lobby client code
This commit is contained in:
@@ -11,7 +11,7 @@ func _init() -> void:
|
||||
Globals.multiplayer_data = self
|
||||
multiplayer_synchronizer.name = "multiplayer_synchronizer"
|
||||
multiplayer_synchronizer.replication_config = synchronizer_config
|
||||
multiplayer_synchronizer.root_path = "/root/billiards"
|
||||
multiplayer_synchronizer.root_path = "/root/shell"
|
||||
|
||||
@rpc("authority", "call_local", "reliable")
|
||||
func set_multiplayer_active() -> void:
|
||||
@@ -33,7 +33,7 @@ func reset() -> void:
|
||||
is_multiplayer_active = true
|
||||
multiplayer_synchronizer.name = "multiplayer_synchronizer"
|
||||
multiplayer_synchronizer.replication_config = synchronizer_config
|
||||
multiplayer_synchronizer.root_path = "/root/billiards"
|
||||
multiplayer_synchronizer.root_path = "/root/game_core"
|
||||
|
||||
func init_match() -> void:
|
||||
var match_entry = Dictionary()
|
||||
|
||||
Reference in New Issue
Block a user