we're so close to working multiplayer
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@ -28,11 +28,11 @@ func _ready():
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func _on_player_connected(peer_id):
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add_player.rpc_id(peer_id, Data.player_profile.to_dict())
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if multiplayer.get_unique_id() == 1:
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print("Player connected with id: " + str(peer_id))
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func _on_player_disconnected(peer_id):
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if chatbox:
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chatbox.append_message("SERVER", connected_players_profiles[peer_id].display_name + " has disconnected!")
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connected_players_profiles.erase(peer_id)
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player_disconnected.emit(peer_id)
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@ -115,6 +115,8 @@ func networked_edit_player_profile(peer_id, new_profile_dict):
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func add_player(new_player_profile_dict):
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var new_player_peer_id = multiplayer.get_remote_sender_id()
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var new_player_profile = PlayerProfile.from_dict(new_player_profile_dict)
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if chatbox:
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chatbox.append_message("SERVER", new_player_profile.display_name + " has connected!")
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connected_players_profiles[new_player_peer_id] = new_player_profile
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player_connected.emit(new_player_peer_id, new_player_profile)
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