Commit Graph

13 Commits

Author SHA1 Message Date
Clément Pasteau 0fa6ac7423 Fix playerping never updating on non-host clients. (#8536)
The cloneObjectWithoutOverwriting was not necessary, and was not
updating the existing entries
2026-04-24 15:48:49 +02:00
D8H a571445e0e Allow custom objects to self-destruct (#7605) 2025-05-12 14:03:21 +02:00
D8H 752d047464 Upgrade GDJS to Prettier 3.4.2 (#7398)
- Don't show in changelog
2025-02-12 18:50:02 +01:00
Clément Pasteau 9ed2173038 Multiplayer game host migration (#6878)
* Host of a multiplayer game is now automatically migrated to a new one, picked from the list of players, with the lowest ping.
* A new condition is available "Is host migrating" in order to adapt the game while the migration happens. This can take up to a few seconds. If your game has no interactions between players, you can leave it like this. Otherwise, you may want to pause the game while the host is changing!
* A new action is available to configure the lobby game to end instead of migrating when the host leaves. (This is useful if you prefer the host not changing during your game)
2024-08-27 14:30:36 +02:00
Clément Pasteau 0b7cac79ef Allow changing Sync Rate of objects in a multiplayer game (#6884)
* Default sync rate of objects is now set to 30 times per second (was 60 before, but 30 is enough for most games)
* A new action can be used to update this value depending on the type of your game, at the cost of bandwidth. Fast-paced competitive? go for 60. Slow turn-based game? 10 is probably enough, or even less!
2024-08-26 18:27:27 +02:00
Clément Pasteau bb6eb01153 New condition for multiplayer games to know if a player is connected (#6790) 2024-07-25 09:49:07 +02:00
Clément Pasteau 6a3df62598 Improve lobbies connections (#6762)
* Lobby start is now more reliable, and wait for everyone to be connected to the host to start the game, rather than wait on a fixed countdown. This can speed up the start (as well as slow it down on slower connections.)
  * A timeout is still in place to start the game without the missing players if they couldn't connect

* Lobbies can now be joined after the game is started, if defined as such in the lobbies section of the game dashboard
  * new actions & conditions are available

* Slightly improve disconnection time in preview
2024-07-23 16:13:50 +02:00
Clément Pasteau fbbcf25bf5 Allow tagging a behavior of a multiplayer object as not synced (#6737)
* Also fix the synchronization of the activated state of a behavior
2024-07-02 14:05:51 +02:00
Clément Pasteau ec9cb790e7 Improve multiplayer messages by automatically detecting and using best compression method for lobby (#6690)
- Also remove dependency on P2P extension
2024-07-01 10:52:01 +02:00
Clément Pasteau 324698e269 Fix parsing wrongly the variableNetworkId (#6665)
Do not show in changelog
2024-06-17 14:19:40 +02:00
Clément Pasteau ce77414f85 Allow assigning variable owners for multiplayer games (#6651)
* Actions can be used at the beginning of the game or a scene, to define scene and global variables as synchronised by another player, or not synchronised at all
2024-06-14 15:37:37 +02:00
Clément Pasteau e8540dd720 Fix multiplayer tests (#6635) 2024-06-07 16:31:37 +02:00
Clément Pasteau 3c5fee0535 Add experimental support for multiplayer games ("GDevelop Multiplayer") (#6613) 2024-06-07 14:12:58 +02:00