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Net: Fix off-by-one in number of players allowed to connect (was 3, now 2; Godot does not include the 'server'.)
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@ -62,8 +62,8 @@ func send(id, mail, mail_type = REPLY):
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# Host
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# Host
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# start_host: Host the game
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# start_host: Host the game
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# port: TCP port
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# port: TCP port
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# max_players: Largest number of players allowed to connect at a time
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# max_players: Largest number of players allowed to connect at a time (the host does not count)
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func start_host(port = DEFAULT_PORT, max_players = 2):
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func start_host(port = DEFAULT_PORT, max_players = 1):
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get_hostname()
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get_hostname()
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peer_info[1] = local_info
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peer_info[1] = local_info
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# Notify that peer list has updated
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# Notify that peer list has updated
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@ -150,16 +150,10 @@ func _ready():
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func _peer_connected(id):
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func _peer_connected(id):
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# Send peer info to remote peer
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# Send peer info to remote peer
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rpc_id(id, "register_peer", local_info)
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rpc_id(id, "register_peer", local_info)
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if hosting and peer_info.size() >= 2:
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pass
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pass
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func _peer_disconnected(id):
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func _peer_disconnected(id):
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# Unregister the peer locally
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# Unregister the peer locally
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unregister_peer(id)
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unregister_peer(id)
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if hosting and peer_info.size() < 2:
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pass
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pass
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func _host_connected():
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func _host_connected():
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