I am getting these errors (on my server) when I press the button which should trigger talk_to_server()
E 0:00:02.411 get_node: Node not found: @server@2.
E 0:00:02.411 process_get_node: Failed to get path from RPC: @server@2.
E 0:00:02.411 process_packet: Invalid packet received. Requested node was not found.
This is my server script.
extends Node
var network = NetworkedMultiplayerENet.new()
var port = 42069
var max_players = 4095
func _ready():
start_server()
func start_server():
network.create_server(port, max_players)
get_tree().set_network_peer(network)
print("Server started.")
network.connect("peer_connected", self, "peer_has_connected")
network.connect("peer_disconnected", self, "peer_has_disconnected")
func peer_has_connected(player_id):
print("User " + str(player_id) + " has connected.")
func peer_has_disconnected(player_id):
print("User " + str(player_id) + " has disconnected.")
remote func talk_to_server():
print ("The client is running this function remotely.")
This is my client script.
extends Node
var network = NetworkedMultiplayerENet.new()
var ip = "127.0.0.1"
var port = 42069
func _ready():
connect_to_server()
func connect_to_server():
network.create_client(ip, port)
get_tree().set_network_peer(network)
print("Trying to connect to server :: " + ip + ":" + str(port))
network.connect("connection_failed", self, "on_connection_failed")
network.connect("connection_succeeded", self, "on_connection_succeeded")
func on_connection_failed():
print("Failed to Connect.")
func on_connection_succeeded():
print("Successfully Connected.")
func _on_Button_pressed():
print("Button is pressed")
rpc_id(1,"talk_to_server")
Where am I going wrong here?