mirror of
https://github.com/godotengine/godot-demo-projects.git
synced 2025-12-16 13:30:07 +01:00
Use remotesync instead of the deprecated sync in networking demos
The `sync` keyword has been deprecated since Godot 3.1.
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@@ -8,7 +8,7 @@ puppet var puppet_motion = Vector2()
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export var stunned = false
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# Use sync because it will be called everywhere
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sync func setup_bomb(bomb_name, pos, by_who):
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remotesync func setup_bomb(bomb_name, pos, by_who):
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var bomb = preload("res://bomb.tscn").instance()
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bomb.set_name(bomb_name) # Ensure unique name for the bomb
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bomb.position = pos
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@@ -16,7 +16,7 @@ func _process(_delta):
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$"../Winner".show()
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sync func increase_score(for_who):
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remotesync func increase_score(for_who):
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assert(for_who in player_labels)
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var pl = player_labels[for_who]
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pl.score += 1
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@@ -41,7 +41,7 @@ func _process(delta):
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rpc("_reset_ball", true)
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sync func bounce(left, random):
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remotesync func bounce(left, random):
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# Using sync because both players can make it bounce.
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if left:
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direction.x = abs(direction.x)
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@@ -53,11 +53,11 @@ sync func bounce(left, random):
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direction = direction.normalized()
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sync func stop():
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remotesync func stop():
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stopped = true
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sync func _reset_ball(for_left):
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remotesync func _reset_ball(for_left):
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position = _screen_size / 2
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if for_left:
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direction = Vector2.LEFT
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@@ -27,7 +27,7 @@ func _ready():
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print("Unique id: ", get_tree().get_network_unique_id())
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sync func update_score(add_to_left):
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remotesync func update_score(add_to_left):
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if add_to_left:
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score_left += 1
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score_left_node.set_text(str(score_left))
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@@ -13,7 +13,7 @@ master func set_player_name(name):
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rpc("update_player_name", sender, name)
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sync func update_player_name(player, name):
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remotesync func update_player_name(player, name):
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var pos = _players.find(player)
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if pos != -1:
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_list.set_item_text(pos, name)
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@@ -28,13 +28,13 @@ master func request_action(action):
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next_turn()
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sync func do_action(action):
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remotesync func do_action(action):
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var name = _list.get_item_text(_turn)
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var val = randi() % 100
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rpc("_log", "%s: %ss %d" % [name, action, val])
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sync func set_turn(turn):
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remotesync func set_turn(turn):
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_turn = turn
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if turn >= _players.size():
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return
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@@ -46,7 +46,7 @@ sync func set_turn(turn):
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_action.disabled = _players[turn] != get_tree().get_network_unique_id()
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sync func del_player(id):
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remotesync func del_player(id):
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var pos = _players.find(id)
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if pos == -1:
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return
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@@ -58,7 +58,7 @@ sync func del_player(id):
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rpc("set_turn", _turn)
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sync func add_player(id, name=""):
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remotesync func add_player(id, name=""):
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_players.append(id)
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if name == "":
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_list.add_item("... connecting ...", null, false)
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@@ -106,7 +106,7 @@ func on_peer_del(id):
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rpc("del_player", id)
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sync func _log(what):
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remotesync func _log(what):
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$HBoxContainer/RichTextLabel.add_text(what + "\n")
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