juanitogan / godot-firebase-lite Goto Github PK
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License: MIT License
Yet another Godot package for Firebase. The dumb one that simply works.
License: MIT License
Describe the bug
Even though I think I've made the code synchronous, the code is executing out of order.
To Reproduce
Example code and steps to reproduce the behavior:
func _ready():
_init_firebase()
_update_room_list() # SHOULD run first
room_code = R.generate_room_code()
var room_free = is_room_free(room_code) # SHOULD run second
if !room_free:
return true
var room_made = establish_room(room_code) # SHOULD run third
if !room_made:
return true
print(room_code + "Room established.")
Log outputs in this order:
Expected behavior
Log should output in this order:
Screenshots
If you're absolutely sure everything is installed correctly, you can skip all screenshots. Otherwise:
firebase_*_lite
folders.firebase
singleton.Platform and versions (please complete the following information):
Additional context
Add any other context about the problem here.
I'm making a Jackbox style game where inputs are infrequent and games can be joined from across the globe via a Web browser.
It would be a nice addition to this library if we could save the user so next time he opens the app, the sign-in process is automatic. Maybe some kind of config file
https://docs.godotengine.org/en/stable/classes/class_configfile.html#class-configfile
If requesting a feature, please add links to the Firebase API or SDK document pages that describe the feature you want. If one of the SDKs does not have the feature you are looking for, odds are it will not be invented for this "Godot SDK."
https://firebase.google.com/docs/reference
If you don't know which SDK to start digging through for your feature, it may help to know that this project runs on the Firebase REST API and is based heavily on the JavaScript SDK, with bits from the Java and Unity SDKs.
I want to know how I can tell when my Godot game could successfully connect to the Firebase database, and when my Godot game could NOT connect there, so that I can implement some kind of loading screen, error display, or dedicated "offline mode".
This is not a bug, but I've been trying to translate this library from GDScript 3 to GDScript 4, and came across this line in firebase_auth_lite/event_processor.gd:
I've never seen this syntax before, so I don't know what it's doing or what it would be in GDScript 4.
Though, since there's nothing in the function except pass
, I wonder if I can just comment it out of the script.
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