extends Node @export var network: Node var br_gamemode_manager = preload("res://danmaku!/Network/Game Modes/battle_royale_server_tick_manager.tscn") var board = preload("res://danmaku!/Board/BoardRenderer.tscn") @onready var player_board = board.instantiate() var player_world: Node2D func _ready() -> void: player_world = player_board.get_world() player_world.set_player_controlled(true) %SessionManager.on_auth_success.connect(_make_br_match_post_auth_success) network.boards.add_child(player_board) func _make_br_match_post_auth_success() -> void: print("Attempting to create debug match.") await create_and_join_debug_match() var tick_manager = br_gamemode_manager.instantiate() tick_manager.controlled_world = player_world tick_manager.network = network network.add_child(tick_manager) network.nakama_socket.received_match_state.connect(tick_manager._on_match_state) func create_and_join_debug_match() -> void: var response: NakamaAPI.ApiRpc = await network.nakama_client.rpc_async(network.nakama_session, "manual_force_create_br_match_rpc") if response.is_exception(): print("An error occurred when calling manual_force_create_br_match_rpc: %s" % response) return var debug_br_match: NakamaRTAPI.Match = await network.nakama_socket.join_match_async(response.payload) if debug_br_match.is_exception(): print("An error occurred when joining debug BR match: %s" % response) return else: network.current_match_id = response.payload