I'm making a mobile version of a board game for a client. Looking at the multiplayer tutorials they seem to use a simulate 8Direction movement and mutliplayer variables LagCompisatingX LagCompisatingY that I think is how it syncs between host and client, which doesn't apply for a turn based game.
The client player can see the host's moves, but not visa-versa.
I tried making it so on creation of the peg objects it syncs it and associates it with the owner, like the tutorials do.
Here's screenshots of relevant code (Since it's not my game, I didn't feel comfortable sharing the entire project)
On object creation it asosciates it (like the tutorials do)
The networking related code. I have a series of signals to the host on events, which then broadcasts it back to each client. I'm a bit lost on how I'm supposed to signal a client's move to the host (update the posistion of the pegs) though.
Thanks!