Fix High Level Multiplayer tutorial listing.

Was not properly setting the network_master for remote peers, only for
the local one, causing the clients to go out of sync
This commit is contained in:
Fabio Alessandrelli
2019-01-25 09:30:54 +01:00
parent 82ffb39992
commit 2dcaaf5666

View File

@@ -292,6 +292,7 @@ every peer and RPC will work great! Here is an example:
for p in player_info:
var player = preload("res://player.tscn").instance()
player.set_name(str(p))
player.set_network_master(p) # Will be explained later
get_node("/root/world/players").add_child(player)
# Tell server (remember, server is always ID=1) that this peer is done pre-configuring.
@@ -351,7 +352,7 @@ with the function :ref:`Node.set_network_master(id, recursive) <class_Node_metho
Checking that a specific node instance on a peer is the network master for this node for all connected peers is done by calling :ref:`Node.is_network_master() <class_Node_method_is_network_master>`. This will return true when executed on the server and false on all client peers.
If you have paid attention to the previous example, it's possible you noticed that the local peer is set to have network master authority for their own player instead of the server:
If you have paid attention to the previous example, it's possible you noticed that each peer was set to have network master authority for their own player (Node) instead of the server:
::
@@ -366,6 +367,7 @@ If you have paid attention to the previous example, it's possible you noticed th
for p in player_info:
var player = preload("res://player.tscn").instance()
player.set_name(str(p))
player.set_network_master(p) # Each other connected peer has authority over their own player.
get_node("/root/world/players").add_child(player)
[...]