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When I started out learning Godot multiplayer myself I found a massive lack of resources that teach proper network architecture and how to set that up for dedicated servers. I understand why though, it is a deep rabbit hole to dive into. So that sounds like a perfect challenge for me :)
In this tutorial, you will not only learn how to make use of an RPC call to connect a client and a server and get some bullets flying around. I will teach you a proper, scalable network architecture, that has all the ingredients it needs for the secure handling of passwords and other private data that we as developers are responsible for keeping safe.
Couple of things to keep in mind: 1) Although scalable, and when expanded able to handle up to (tens of) thousands of connections. Don't think this is going to be a 'how to make WoW' with a million concurrent users. That requires an entire rethink of the network, but this is going to be enough for starting developers all the way up to an established IndieDevs. After that, go hire a network specialist. 2) I'm going with a Godot-only approach here. Yes, you can also throw a node.js or something else in. That is not the point of this tutorial, + Godot's ENet integration is one of the most efficient and elegant I have seen. So you will be fine. 3) I may in the future dive into SQL-tutorials for the database backbone, for now, we will take it easy. Let's first have you learn networking, security, syncing, and network patterns before we also have you learn SQL. Walk before attempting to run.