class_name GameServer extends ServerNetworking func _ready() -> void: setup_signals() func setup_signals() -> void: pass func server_client_connected(id: int) -> void: push_warning("Client Connected... ID: ", id) if not Globals.game_data.client1: Globals.game_data.client1 = id elif not Globals.game_data.client2: Globals.game_data.client2 = id if Globals.game_data.client1 and Globals.game_data.client2: Globals.multiplayer_data.init_match() # TODO: Add watch match feature... func server_client_disconnected(id: int) -> void: push_warning("Client Disconnected... ID: ", id) MessageBus.emit_propagation_clients_only.rpc("game_peer_disconnected", null) await get_tree().create_timer(5.0).timeout # NOTE: Quits game server instance. get_tree().quit()