move code into the start monitor function instead of setting it during initialization
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cf20410bc8
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298298359b
@ -9,3 +9,4 @@ script = ExtResource( 1 )
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level = ExtResource( 2 )
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level = ExtResource( 2 )
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[node name="Monitor" parent="." instance=ExtResource( 3 )]
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[node name="Monitor" parent="." instance=ExtResource( 3 )]
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enabled = true
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@ -11,7 +11,6 @@ var start_time: int = 0
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var started: bool = false
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var started: bool = false
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var player: Dictionary = {}
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var player: Dictionary = {}
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var level_id: int = 2 # PrototypeR
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var os_id: int = 0
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var os_id: int = 0
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var godot_version: Dictionary = Engine.get_version_info()
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var godot_version: Dictionary = Engine.get_version_info()
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var processor_count: int = OS.get_processor_count()
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var processor_count: int = OS.get_processor_count()
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@ -21,8 +20,6 @@ var screen_size: Vector2 = OS.get_screen_size()
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var machine_id: String = OS.get_unique_id()
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var machine_id: String = OS.get_unique_id()
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var locale: String = OS.get_locale()
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var locale: String = OS.get_locale()
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var game_version: String
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var game_version: String
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var won: bool = false
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var timestamp: int = OS.get_unix_time()
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var frames: Array = []
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var frames: Array = []
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var coins: int = 0
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var coins: int = 0
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@ -79,7 +76,7 @@ func _ready() -> void:
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player["rut"] = clean_rut(player["rut"])
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player["rut"] = clean_rut(player["rut"])
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game["player"] = player
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game["player"] = player
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game["level_id"] = level_id
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game["level_id"] = 0
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game["os_id"] = os_id
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game["os_id"] = os_id
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game["godot_version"] = godot_version
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game["godot_version"] = godot_version
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game["processor_count"] = processor_count
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game["processor_count"] = processor_count
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@ -89,8 +86,8 @@ func _ready() -> void:
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game["screen_dpi"] = screen_dpi
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game["screen_dpi"] = screen_dpi
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game["screen_size"] = screen_size
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game["screen_size"] = screen_size
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game["game_version"] = game_version
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game["game_version"] = game_version
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game["won"] = won
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game["won"] = false
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game["timestamp"] = timestamp
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game["timestamp"] = OS.get_unix_time()
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game["frames"] = frames
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game["frames"] = frames
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var err = $HTTPRequest.connect("request_completed", self, "_on_request_completed")
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var err = $HTTPRequest.connect("request_completed", self, "_on_request_completed")
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@ -99,7 +96,8 @@ func _ready() -> void:
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func _physics_process(_delta: float) -> void:
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func _physics_process(_delta: float) -> void:
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if enabled and started:
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if enabled:
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if started:
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var frame = empty_frame.duplicate(true)
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var frame = empty_frame.duplicate(true)
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frame["coins"] = coins
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frame["coins"] = coins
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frame["points"] = points
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frame["points"] = points
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@ -112,7 +110,11 @@ func _physics_process(_delta: float) -> void:
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frames.append(frame)
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frames.append(frame)
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if Input.is_action_just_pressed("Send"):
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if Input.is_action_just_pressed("Send"):
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stop_monitor()
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send_data()
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send_data()
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else:
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if Input.is_action_just_pressed("Send"):
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start_monitor()
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func _object_created(name: String, state: String, position: Vector2, velocity: Vector2) -> void:
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func _object_created(name: String, state: String, position: Vector2, velocity: Vector2) -> void:
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@ -132,6 +134,10 @@ func _object_removed(name: String) -> void:
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func start_monitor() -> void:
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func start_monitor() -> void:
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frames.clear()
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game["level_id"] = 2 # PrototypeR
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game["won"] = false
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game["timestamp"] = OS.get_unix_time()
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start_time = OS.get_ticks_msec()
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start_time = OS.get_ticks_msec()
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started = true
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started = true
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