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4.0 4.0 6.0 22.85 MB

An opensource 3d morpg game based on the Godot engine in a medieval inspired fantasy world

Home Page: https://jdungeon.org/

License: MIT License

GDScript 99.26% Shell 0.74%
game gamedev gamedevelopment godot morpg rpg

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jdungeon3d's Issues

Static getters in ComponentList.gd don't work with respawning entities

Description:
While working on the respawn functionality of the enemies the static getters registrations show a lot of errors and warnings when an enemy respawns.

E 0:00:50:0355   ComponentList.gd:50 @ register_component(): Attempted to assign an invalid (previously freed?) object instance into a 'TypedArray.
  <C++ Error>    Parameter "object" is null.
  <C++ Source>   core/variant/container_type_validate.h:116 @ validate_object()
  <Stack Trace>  ComponentList.gd:50 @ register_component()
                 Component.gd:20 @ register_to_parent_list()
                 Component.gd:10 @ _ready()
                 AnimationComponent.gd:17 @ _ready()
                 respawn.gd:27 @ _on_despawn_timer_timeout()
E 0:00:50:0355   ComponentList.gd:50 @ register_component(): unsupported format character
  <C++ Error>    Condition "error" is true. Returning: String()
  <C++ Source>   ./core/variant/variant.h:834 @ vformat()
  <Stack Trace>  ComponentList.gd:50 @ register_component()
                 Component.gd:20 @ register_to_parent_list()
                 Component.gd:10 @ _ready()
                 AnimationComponent.gd:17 @ _ready()
                 respawn.gd:27 @ _on_despawn_timer_timeout()
E 0:00:50:0355   ComponentList.gd:50 @ register_component(): Method/function failed.
  <C++ Source>   core/variant/array.cpp:222 @ assign()
  <Stack Trace>  ComponentList.gd:50 @ register_component()
                 Component.gd:20 @ register_to_parent_list()
                 Component.gd:10 @ _ready()
                 AnimationComponent.gd:17 @ _ready()
                 respawn.gd:27 @ _on_despawn_timer_timeout()

I've now disabled/commented out the static getters as they are not used anywhere yet.

Should be fixed.

Future expansion of the ECS approach (if used)

  • Change system functionality's (or ability to run for that matter) depending if it is a client or the server.
  • Allow System to slow down its tick rate when the server is under stress (reduction set per System)
  • Allow Component to define which properties should be synchronized using the MultiplayerSynchronizer class.
  • Look into alternatives to Timer nodes for System as to reduce node count.
  • Downgrade Component and System from Node3D to Node.

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