@@ -232,9 +232,11 @@ The function ``multiplayer.get_remote_sender_id()`` can be used to get the uniqu
232232 transfer_some_input.rpc_id(1) # Send the input only to the server.
233233
234234
235- @rpc("any_peer", "call_local", "reliable") # Call local is required if the server is also a player.
235+ # Call local is required if the server is also a player.
236+ @rpc("any_peer", "call_local", "reliable")
236237 func transfer_some_input():
237- var sender_id = multiplayer.get_remote_sender_id() # The server knows who sent the input.
238+ # The server knows who sent the input.
239+ var sender_id = multiplayer.get_remote_sender_id()
238240 # Process the input and affect game logic.
239241
240242Channels
@@ -272,12 +274,14 @@ have loaded the game scene.
272274 const DEFAULT_SERVER_IP = "127.0.0.1" # IPv4 localhost
273275 const MAX_CONNECTIONS = 20
274276
275- # This will contain player info for every player, with the keys being each player's unique IDs.
277+ # This will contain player info for every player,
278+ # with the keys being each player's unique IDs.
276279 var players = {}
277280
278- # This is the local player info. This should be modified locally before the connection is made.
279- # It will be passed to every other peer.
280- # For example, the value of "name" can be set to something the player entered in a UI scene.
281+ # This is the local player info. This should be modified locally
282+ # before the connection is made. It will be passed to every other peer.
283+ # For example, the value of "name" can be set to something the player
284+ # entered in a UI scene.
281285 var player_info = {"name": "Name"}
282286
283287 var players_loaded = 0
@@ -293,7 +297,7 @@ have loaded the game scene.
293297
294298
295299 func join_game(address = ""):
296- if address == "" :
300+ if address.is_empty() :
297301 address = DEFAULT_SERVER_IP
298302 var peer = ENetMultiplayerPeer.new()
299303 var error = peer.create_client(address, PORT)
@@ -317,7 +321,8 @@ have loaded the game scene.
317321 multiplayer.multiplayer_peer = null
318322
319323
320- # When the server decides to start the game from a UI scene, do Lobby.load_game.rpc(filepath)
324+ # When the server decides to start the game from a UI scene,
325+ # do Lobby.load_game.rpc(filepath)
321326 @rpc("call_local", "reliable")
322327 func load_game(game_scene_path):
323328 get_tree().change_scene_to_file(game_scene_path)
@@ -347,7 +352,7 @@ have loaded the game scene.
347352
348353
349354 func _on_player_disconnected(id):
350- player_info .erase(id)
355+ players .erase(id)
351356 player_disconnected.emit(id)
352357
353358
@@ -363,6 +368,7 @@ have loaded the game scene.
363368
364369 func _on_server_disconnected():
365370 multiplayer.multiplayer_peer = null
371+ players.clear()
366372 server_disconnected.emit()
367373
368374The game scene's root node should be named Game. In the script attached to it:
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