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NakamaMultiplayerBridge with Authoritative #179
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@316902108 The Godot 4 support was completed about 4 weeks ago but is on master branch rather than a release right now. If you encounter bugs you're welcome to submit a pull request which we'd be happy to review, merge, and provide attribution on. 👍 |
Hm. Unfortunately, I don't think
For authoritative matches to work, there would be a few pre-requistes:
In any case, I'm not sure what the advantage would be to using an authoritative match with
|
I've been looking into doing this so that I can have an authoritative match so I can use labels make a lobby with functionality like private matches, region info, etc that could be filtered on the client following this guide https://heroiclabs.com/docs/nakama/guides/concepts/lobby/ My plan was to do the lobby and just relay everything else in MatchLoop which is pretty simple, just look for specific opCodes related to the lobby and relay everything else. This mostly works fine by just running the RPC, joining the lobby and calling nakama_bridge._setup_host() except there's a ton of spam errors despite the MultiplayerSyncronizer working fine. Took me a while to realize what was going on but there's a pretty big issue that makes this really difficult to solve. The nakama bridge relies on being able to send to specific presences, but the MatchLoop isn't passed the target presences so there's no way to know where those messages where meant to go in an authoritative server without encoding the presences into your payload and parsing it on the server. |
Im using
Godot 4.0.1 stable
with addon from branch 4.0Im trying to use
High-level Multiplayer API
with Nakama server matchI did a .lua in
data/modules
to create a match, some part of lua contents:in godot after login and socket is connected, i did like in README.md
https://github.com/heroiclabs/nakama-godot/blob/master/README.md?plain=1#L172
but the events is never triggered and my
get_tree().get_multiplayer().get_unique_id()
always is0
In console (server side), im in the match and the match is running, when i connect second client, still not working or no feedback, rpc's not working too and console shows has 2 clients in the match
When i use
multiplayer_bridge.create_match()
, works perfectly but the match is not Nakama Authoritative and my client is the hostIs there any way to make it work with Nakama Authoritative?
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