push project up sabs assets
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50
scenes/data_bridge/lobby_data.gd
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50
scenes/data_bridge/lobby_data.gd
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class_name LobbyData extends Node
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@onready var lobby_ui: Node
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func _init() -> void:
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Globals.lobby_data = self
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@rpc("authority", "reliable")
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func connect_to_game() -> void:
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# NOTE: Leave the lobby
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lobby_ui.client.close_connection()
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Globals.multiplayer_data.wait_for_connection_close()
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# NOTE: Join target game server
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lobby_ui.client.start_client(
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Globals.game_data.game_address,
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Globals.game_data.game_port
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)
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@rpc("authority", "call_local", "reliable")
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func load_game_scene(match_entry: Dictionary, is_player_1: bool) -> void:
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push_warning("Client load game scene...")
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lobby_ui.rpc_signals.match_list_entry_load_match.emit(match_entry, is_player_1)
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@rpc("authority", "reliable")
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func go_back_to_match_screen() -> void:
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if multiplayer.is_server(): return
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push_warning("Client peer disconnected...")
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Globals.game_state.set_game_scene(
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"res://scenes/screens/lobby_screen/lobby.tscn"
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)
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# NOTE: Needed for hash check to pass between client and server but isn't used by client...
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@rpc("any_peer", "reliable")
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func match_list_add_entry(_match_entry: Dictionary) -> void:
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pass
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@rpc("any_peer", "reliable")
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func match_list_remove_entry(_match_id: String) -> void:
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pass
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@rpc("any_peer", "reliable")
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func match_list_join_entry(_match_id: String) -> void:
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pass
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