extends Node3D const statsTemplate := "FPS: %d\nPing: %d ms" var runner_scene := preload("res://scenes/runner.tscn") var _ping := 0.0 @onready var _runners_node: Node3D = %Runners func spawn_player(player_id) -> void: if multiplayer.is_server(): var runner = runner_scene.instantiate() runner.player_id = player_id runner.name = str(player_id) _runners_node.add_child(runner) func _process(_delta: float) -> void: if DisplayServer.get_name() == "headless": return %StatsLabel.text = statsTemplate % [ Engine.get_frames_per_second(), _ping, ] func _get_timestamp() -> int: return floor(Time.get_unix_time_from_system() * 1000) func _on_ping_timer_timeout() -> void: if multiplayer.is_server(): %PingTimer.stop() return _ping_call.rpc_id(1, _get_timestamp()) @rpc("any_peer", "call_remote", "unreliable", 99) func _ping_call(timestamp: int) -> void: if multiplayer.is_server(): _ping_call.rpc_id(multiplayer.get_remote_sender_id(), timestamp) return _ping = _get_timestamp() - timestamp