This is the implementation of #256 which also solves #242 and #238
player_id is used here for projectile IDs. Though I place this in draft because fire() should become fire(avatar_player_id) so as to generate the unique id via the new method. But there is a conflict. The fire() input must be invoked by other players via input (so it should be THEIR player id, not local player id) and currently it fires only locally (the bomb projectile is synced via state, not by invoking the input fire()).
In simpler words, it stays as draft because a slight input refactor to have fire input passed into _inputs #253 is more important than this PR.
Anyway, as for player_joined_at_tick, it's not included here as it would make this class bloated and would have to introduce race conditions.
This is the implementation of #256 which also solves #242 and #238
player_id
is used here for projectile IDs. Though I place this in draft becausefire()
should becomefire(avatar_player_id)
so as to generate the unique id via the new method. But there is a conflict. Thefire()
input must be invoked by other players via input (so it should be THEIR player id, not local player id) and currently it fires only locally (the bomb projectile is synced via state, not by invoking the inputfire()
).In simpler words, it stays as draft because a slight input refactor to have fire input passed into
_inputs
#253 is more important than this PR.Anyway, as for
player_joined_at_tick
, it's not included here as it would make this class bloated and would have to introduce race conditions.