Beginner godot user, but not beginner programmer.
Long story short;
The game I'm making will be an online multiplayer, where the client connects to a dedicated server.
I've finished most of the basic client logic and asset handling, but now I'm stuck on the networking part.
How do I go about reading byte streams that contain a mixture of signed and unsigned data of varying types (bytes, shorts, etc)?
And how would I go about ensuring that the unsigned data received from the sever and then sent back isn't mangled?
The server already have a set protocol which I sadly cannot change to just use signed ints.
Is this within the capability of GDScript?