fix(network): rpc annotations in lobby manager
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@@ -794,7 +794,7 @@ func _on_match_joined(match_id: String) -> void:
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emit_signal("room_joined", current_room)
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# Client will request room info when peer connection is established
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@rpc("any_peer", "reliable")
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@rpc("any_peer", "call_remote", "reliable")
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func request_room_info(requester_id: int, requester_name: String, requester_character: String, requester_nakama_id: String = "") -> void:
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"""Client requests room info from host, sending their name, character and nakama_id."""
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if not multiplayer.is_server():
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@@ -829,7 +829,7 @@ func request_room_info(requester_id: int, requester_name: String, requester_char
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rpc("sync_player_list", players_in_room)
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emit_signal("player_list_changed")
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@rpc("reliable")
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@rpc("authority", "call_remote", "reliable")
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func receive_room_info(room_data: Dictionary, player_list: Array) -> void:
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"""Client receives room info from host."""
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current_room = room_data
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@@ -942,7 +942,7 @@ func start_rematch() -> void:
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# Start game using existing start_game logic, bypassing ready check
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start_game(true)
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@rpc("reliable")
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@rpc("authority", "call_remote", "reliable")
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func sync_player_list(player_list: Array) -> void:
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"""Sync player list from host to all clients."""
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players_in_room = player_list
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