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instructions-clear/scripts/in_game.gd
T

46 lines
1.0 KiB
GDScript

extends Node3D
const template := "FPS: %d\nPing: %d ms"
var runner_scene := preload("res://scenes/runner.tscn")
var _ping := 0.0
var _runners_node: Node3D
func _ready() -> void:
_runners_node = get_node("RunnersNode")
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
%RichTextLabel.text = template % [
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