Address review feedback: Implement Godot dedicated server scene + player spawning #51
@@ -1,11 +1,3 @@
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<<<<<<< HEAD
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://scripts/player_spawner.gd" id="1"]
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[node name="Player" type="CharacterBody3D"]
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script = ExtResource("1")
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=======
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[gd_scene load_steps=3 format=3 uid="uid://player_scene_001"]
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[ext_resource type="Script" path="res://scripts/player.gd" id="1_player"]
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@@ -30,4 +22,3 @@ mesh = SubResource("CapsuleMesh1")
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[node name="Camera3D" type="Camera3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.6, 0)
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current = true
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>>>>>>> origin/main
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+4
-1
@@ -1,3 +1,6 @@
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[gd_scene load_steps=1 format=3]
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://scripts/server.gd" id="1_server"]
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[node name="Server" type="Node"]
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script = ExtResource("1_server")
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@@ -0,0 +1,6 @@
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://scripts/player_spawner.gd" id="1"]
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[node name="Player" type="CharacterBody3D"]
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script = ExtResource("1")
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+1
-1
@@ -37,7 +37,7 @@ var _player_scene: PackedScene
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func _ready() -> void:
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# Preload the player scene once.
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_player_scene = preload("res://scenes/player.tscn")
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_player_scene = preload("res://scenes/server_player.tscn")
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# Create and assign the ENet server peer.
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network_peer = _create_server_peer()
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