WIP checkpoint: Implement Godot dedicated server scene + player spawning
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@@ -156,7 +156,7 @@ func _on_peer_disconnected(peer_id: int) -> void:
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@rpc("any_peer", "call_remote", "reliable")
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@rpc("any_peer", "call_remote", "reliable")
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func _kick(reason: String) -> void:
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func _kick(reason: String) -> void:
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print("[Server] Kicking caller: %s" % reason)
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print("[Server] Kicking caller: %s" % reason)
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rpc_id(get_remote_sender_id(), "_disconnect", reason)
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rpc_id(multiplayer.get_remote_sender_id(), "_disconnect", reason)
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@rpc("call_remote", "reliable")
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@rpc("call_remote", "reliable")
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