Comments (1)
So I tracked it down to this method
private void ServerOnPeerConnected(int PeerId)
{
MDLog.Info(LOG_CAT, "Peer [ID: {0}] connected", PeerId);
OnPlayerJoined_Internal(PeerId);
BroadcastNewPlayerJoined(PeerId);
SendConnectionDataToClient(PeerId);
SynchronizeNetworkedNodes(PeerId);
Replicator.OnPlayerJoined(PeerId);
}
Since I spawn the player on the join event it is created and then replicated again during SynchronizeNetworkedNodes.
I solved it by deferring the call to spawn the player, so now it looks like this.
private void OnPlayerJoined(int PeerId)
{
// Set our name
if (!MDStatics.IsNetworkActive() || _session.GetPlayerInfo(PeerId).IsNetworkMaster())
{
_session.GetPlayerInfo(PeerId).PlayerName = _txtPlayerName.Text;
}
if (_session.IsMaster())
{
CallDeferred(nameof(SpawnPlayer), PeerId);
}
}
private void SpawnPlayer(int PeerId)
{
PlayerSpawnPoint point = (PlayerSpawnPoint)GetTree().GetNodesInGroup(ManagerBase.GROUP_SPAWN_POINT)[0];
this.SpawnNetworkedNode("res://Scenes/Characters/PlayerCharacters/Elf/PlayerElf.tscn", "Player" + PeerId, PeerId, point.GetGlobalSpawnPosition().To3D());
}
This fixes it however I don't know if this is something that perhaps should be rethought anyway, as I am sure others who use the framework will make the same mistake. Perhaps move the player joined event later or split it into two. One before synch and one after?
from mdframework.
Related Issues (20)
- Hosting standalone, disconnecting, then hosting server causing infinite-synchronizing for new players HOT 2
- MDReplicatedMember OnValueChangedEvent not called locally
- Console Variable System
- Console doesn't allow inputting a string with spaces as arguments
- Caching of reflection data HOT 1
- Godot 3.3 support? HOT 2
- Support Multiple Local Players (Splitscreen)
- Add Integration Test GitHub Action
- Add Unit Test GitHub Action
- Resolving of Method for MDRpc should be more accurate HOT 1
- GameClock RPCs don't set SenderRpcId + Remove config settings to disable GameClock/Synchronizer HOT 5
- Support Events as MDReplicate OnChange callbacks
- Support categories for OnScreenDebug and toggling rendering of individual categories
- MDRpcId variants should call the function if the passed in Id is the local peer HOT 1
- MDReplicatorNetworkKeyIdMap should consider things outside of session immutable HOT 1
- Resolving private members & methods in inheriting classes HOT 1
- Exported game couldn't find default configuration, crash
- Method number could not be found for class method HOT 3
- Add command to auto generate CustomMDConfigDebug.ini and CustomMDConfigExport.ini
- Naming Conventions
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from mdframework.