M2.4: the server decides online (characters, inventory, stats, death, owned graves, per-player saves); death screen with Respawn after 3 s
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@@ -88,6 +88,7 @@ func bind(p: CharacterBody3D) -> void:
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wr.add_child(_worn_btn)
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pv.add_child(wr)
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player.worn_changed.connect(_refresh)
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PlayerNet.cursor_changed.connect(_on_server_cursor)
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pp.add_child(pv)
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row.add_child(pp)
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@@ -142,14 +143,13 @@ func open(chest: Node) -> void:
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_refresh()
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func close() -> void:
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if _cursor != null:
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if WorldNet.is_client():
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PlayerNet.ask("close") # the server puts the cursor back in our bag
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_cursor = null
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elif _cursor != null:
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var left: int = player.inventory.add(_cursor.id, _cursor.count)
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if left > 0 and container != null and is_instance_valid(container):
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if WorldNet.is_client():
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WorldNet.chest_put(container, {"id": _cursor.id, "count": left})
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left = 0
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else:
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left = container.inventory.add(_cursor.id, left)
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left = container.inventory.add(_cursor.id, left)
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_cursor = null
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if container != null and is_instance_valid(container) and container.inventory.changed.is_connected(_refresh):
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container.inventory.changed.disconnect(_refresh)
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@@ -193,11 +193,16 @@ func _rebuild_chest() -> void:
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_chest_grid.add_child(s)
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_chest_slots.append(s)
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## Online the server does every click (player_net.gd). Clicks in our own
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## bag also happen here straight away, so dragging doesn't wait on the
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## network; the server's copy replaces ours once it's caught up.
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func _on_player_slot(i: int, right: bool, shift: bool) -> void:
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if shift and container != null:
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Actions.transfer(player, player.inventory, i, container.inventory, container)
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else:
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_cursor = player.inventory.click(i, _cursor, right)
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if WorldNet.is_client():
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PlayerNet.ask("inv_click", [0, i, right])
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_refresh()
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func _on_chest_slot(i: int, right: bool, shift: bool) -> void:
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@@ -206,26 +211,17 @@ func _on_chest_slot(i: int, right: bool, shift: bool) -> void:
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if shift:
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Actions.transfer(player, container.inventory, i, player.inventory, container)
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elif WorldNet.is_client():
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# A shared chest: the server does the click (someone else may be in
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# it too) and hands back what we're holding.
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if WorldNet.chest_busy:
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return
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var held = _cursor
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_cursor = null
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WorldNet.chest_click(container, i, held, right, _on_chest_cursor)
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# A shared chest (someone else may be in it too): only the server's
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# answer counts.
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PlayerNet.ask("inv_click", [WorldNet.nid(container), i, right])
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else:
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_cursor = container.inventory.click(i, _cursor, right)
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_refresh()
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func _on_chest_cursor(stack) -> void:
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if visible:
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_cursor = stack
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_refresh()
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elif stack != null:
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# Closed in the meantime: into our bag (or the ground).
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var left: int = player.inventory.add(stack.id, stack.count)
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if left > 0:
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player.get_parent().drop_item(stack.id, left, Transform3D(Basis(), player.global_position + Vector3(0, 0.1, 0)))
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## Online: what the server says we're holding.
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func _on_server_cursor(stack) -> void:
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_cursor = stack if visible else null
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_refresh()
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func _refresh() -> void:
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if player == null:
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