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The Essential Guide to Creating Multiplayer Games with Godot 4.0

You're reading from   The Essential Guide to Creating Multiplayer Games with Godot 4.0 Harness the power of Godot Engine's GDScript network API to connect players in multiplayer games

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Product type Paperback
Published in Dec 2023
Publisher Packt
ISBN-13 9781803232614
Length 326 pages
Edition 1st Edition
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Henrique Campos Henrique Campos
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Henrique Campos
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Table of Contents (19) Chapters Close

Preface 1. Part 1:Handshaking and Networking
2. Chapter 1: Setting up a Server FREE CHAPTER 3. Chapter 2: Sending and Receiving Data 4. Chapter 3: Making a Lobby to Gather Players Together 5. Chapter 4: Creating an Online Chat 6. Part 2:Creating Online Multiplayer Mechanics
7. Chapter 5: Making an Online Quiz Game 8. Chapter 6: Building an Online Checkers Game 9. Chapter 7: Developing an Online Pong Game 10. Chapter 8: Creating an Online Co-Op Platformer Prototype 11. Chapter 9: Creating an Online Adventure Prototype 12. Part 3:Optimizing the Online Experience
13. Chapter 10: Debugging and Profiling the Network 14. Chapter 11: Optimizing Data Requests 15. Chapter 12: Implementing Lag Compensation 16. Chapter 13: Caching Data to Decrease Bandwidth 17. Index 18. Other Books You May Enjoy

Updating peer’s data remotely

Something really cool about Godot Engine’s Network API is that we can abuse RPCs to pass data around. For instance, we’ve seen that we use the player’s avatar name in our messages. But have you asked yourself how we retrieve this data in any of these steps?

You probably saw that there’s an RPC method called set_avatar_name(), right? Since its @rpc annotation doesn’t have any options, you can assume that it uses the default options. This is important to know because, as we saw previously, this means that it should be called remotely only by the Multiplayer Authority – in this case, the server.

Let’s open ChatServer.gd to understand what’s happening behind the scenes. In essence, most of it is pretty much the same as in the Lobby project, but you will notice something slightly different in the retrieve_avatar() RPC method. In line 39, we have the following instruction:

var peer_id =...
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