Calls: only client to server and server to specific client

Godot Version

4.2.2 stable

Question

ok this is my script so that it works BUT with no restrictions

extends Node

func Call():
	print("call 1 on local client")
	SrvCall.rpc_id(1, multiplayer.get_unique_id())

@rpc("any_peer", "reliable")
func SrvCall(id):
	print("call 2 on server")
	CallLocalPlayer.rpc_id(id, id)

@rpc("any_peer", "reliable")
func CallLocalPlayer(id):
	print("WORKS ", id)

I want to know how to make it work that only server can receive the call → SrvCall
or only local player can recieve call only from Server → CallLocalPlayer

I was trying to play with "authority", "call_local", "call_remote", but always hit a wall with a error which I don’t even understand

the authority and server client calls are done like this:

func Server():
	netManager.create_server(PORT)
	multiplayer.multiplayer_peer = netManager
	
	AddNetworkNode(1)
	
	multiplayer.peer_connected.connect(
		func(new_peer_id):
			await get_tree().create_timer(1).timeout
			AddNetworkNode.rpc(new_peer_id)
	)

func Client():
	netManager.create_client(ADDRESS, PORT)
	multiplayer.multiplayer_peer = netManager
	
	await get_tree().create_timer(2).timeout
	localNetworkNode.Call()
	
## general network node for all players
@rpc
func AddNetworkNode(id):
	print("empty call to older clients")
	## if the id is my id I'll populate my self and not the others I don't want to care about them now
	if id == multiplayer.get_unique_id():
		localNetworkNode = preload("res://Networking/Client/NetworkNode.tscn").instantiate()
		map.add_child(localNetworkNode)
		localNetworkNode.set_multiplayer_authority(id)
		print("the id: ", id)

if you really need that kind of errors please let me know.
I didn’t provide them because I think you know out of the box what to do from Info I provided.

figured it out:

if multiplayer.get_remote_sender_id() != 1:
		printerr("not server: ", multiplayer.get_remote_sender_id(), get_stack())
		return

and if it’ is 1 that means that only server can give the message

and I can store the id when client connects and I can use it as reference to him

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