feat: expand progression and multiplayer systems
Add named save slots, progression import/export, and a unified play flow. Add live friend requests, presence, invitations, and relationship controls without durable discovery-server social storage. Advance the network protocol with isolated channels, movement reconciliation, late-join recovery, fishing replication, and animation synchronization. Preserve per-species catch totals, refine generated-world startup and water recovery, and complete the related input and interface improvements.
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97 changed files with 7869 additions and 982 deletions
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@ -22,6 +22,25 @@ func connect_to_route(_route: ConnectionRoute) -> Error:
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func disconnect_transport() -> void:
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if _peer != null:
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# Give ENet one poll cycle to emit its graceful disconnect packets before
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# closing the socket. This keeps a host from retaining a departed player
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# until the extended generated-world liveness timeout expires.
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if (
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_peer is ENetMultiplayerPeer
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and _peer.get_connection_status()
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== MultiplayerPeer.CONNECTION_CONNECTED
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):
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var enet_peer := _peer as ENetMultiplayerPeer
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# A host explicitly notifies each still-live client before closing.
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# Clients rely on ENetMultiplayerPeer.close(); their cached SceneTree
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# peer list can briefly outlive the underlying ENet peer after a remote
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# disconnect, making disconnect_peer() race and report an engine error.
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if enet_peer.get_unique_id() == 1:
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for peer_id: int in multiplayer.get_peers():
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if enet_peer.get_peer(peer_id) != null:
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enet_peer.disconnect_peer(peer_id, false)
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if enet_peer.host != null:
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enet_peer.host.flush()
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_peer.close()
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_peer = null
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_route_description = ""
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