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0 votes

How do I tell if a function call originated from a local method or remote call?

I have a remote function that I want to call from both sources and execute a different code branch accordingly. Current solution is to have another variable to declare if the call is local when making the call, but it doesn't translate well if I use remotesync function.

Godot version 3.4 beta 4
in Engine by (30 points)

1 Answer

0 votes

Hi
this functions of the multiplayer api should help

get_network_unique_id ( ) 
get_rpc_sender_id ( )  

https://docs.godotengine.org/en/stable/classes/class_multiplayerapi.html#class-multiplayerapi-method-get-network-unique-id

the documentation states:

Returns the sender's peer ID for the RPC currently being executed.
Note: If not inside an RPC this method will return 0.

But i dont know if it return 0 when its an remotesync but called localy ... if not you can compare the sender id to the network unique id

by (4,088 points)
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