fully sync player movements over network

This commit is contained in:
2023-01-17 13:54:26 +01:00
parent 1ef5d54d6c
commit 9893bc45b4
19 changed files with 434 additions and 62 deletions

View File

@@ -3,7 +3,7 @@ extends CharacterBody3D
const DIST_FLOOR_SNAP := Vector3.DOWN * 0.2
@onready var label : Label = $CanvasLayer/Label
@onready var synchroniser = $Networking/MultiplayerSynchronizer
@onready var networking = $Networking
@onready var body : Node3D = $Body
@onready var head : Node3D = $Body/Head
@@ -29,12 +29,15 @@ const DIST_FLOOR_SNAP := Vector3.DOWN * 0.2
var floor_snap := Vector3.ZERO
func _ready():
synchroniser.set_multiplayer_authority(str(name).to_int())
cam.current = is_local_authority()
func _enter_tree():
$Networking/MultiplayerSynchronizer.set_multiplayer_authority(str(name).to_int())
$Body/Head/Camera3D.current = is_local_authority()
if is_local_authority():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func is_local_authority():
return synchroniser.get_multiplayer_authority() == multiplayer.get_unique_id()
return $Networking/MultiplayerSynchronizer.get_multiplayer_authority() == multiplayer.get_unique_id()
func _process(_delta):
if not is_local_authority():
@@ -42,6 +45,7 @@ func _process(_delta):
label.text = "H Velocity: %3.2f" % [Vector2(velocity.x, velocity.z).length()]
label.text += "\nV Velocity: %3.2f" % [velocity.y]
label.text += "\nOn floor: %s" % is_on_floor()
label.text += "\nNetwork ID: %d" % multiplayer.get_unique_id()
func get_move_direction() -> Vector3:
var input_dir := Vector2(
@@ -62,7 +66,10 @@ func rotate_look(amount : Vector2) -> void:
func _physics_process(delta):
if !is_local_authority():
if not networking.processed_position:
position = networking.sync_position
networking.processed_position = true
velocity = networking.sync_velocity
move_and_slide()
return
@@ -96,6 +103,9 @@ func _physics_process(delta):
floor_snap = DIST_FLOOR_SNAP
elif was_on_floor and !is_on_floor():
floor_snap = Vector3.ZERO
networking.sync_position = position
networking.sync_velocity = velocity
func accelerate(delta : float, p_target_dir : Vector3, p_target_speed : float, p_accel : float):
var current_speed : float = velocity.dot(p_target_dir)

View File

@@ -58,32 +58,39 @@ func InitialPos(draw_time, ready_time):
tween.tween_property(MODEL, "rotation", Vector3.ZERO, draw_time)
tween.tween_callback(func(): state = INITIAL).set_delay(ready_time)
@rpc
func Shoot():
if CanShoot():
if not FIREMODE:
can_shoot = false
if not MELEE:
clip -= 1
state = SHOOT;
tween = create_tween()
tween.set_trans(Tween.TRANS_ELASTIC)
tween.set_ease(Tween.EASE_OUT)
tween.set_parallel(true)
tween.tween_property(MODEL, "position", Vector3(.0, MOMENTUM.x, MOMENTUM.y), RECOIL_COOLDOWN / 2)
var rand_rot_y = randf_range(-ANGULAR_MOMENTUM.y,ANGULAR_MOMENTUM.y)
var rand_rot_z = randf_range(-ANGULAR_MOMENTUM.z,ANGULAR_MOMENTUM.z)
tween.tween_property(MODEL, "rotation", Vector3(deg_to_rad(ANGULAR_MOMENTUM.x),deg_to_rad(rand_rot_y),deg_to_rad(rand_rot_z)),RECOIL_COOLDOWN /2)
tween.tween_callback(func(): InitialPos(RECOIL_COOLDOWN / 2, SHOOTING_SPEED / 2)).set_delay(SHOOTING_SPEED / 2)
rpc("rpc_AnimShoot")
return true
return false
@rpc(call_local, any_peer)
func rpc_AnimShoot():
state = SHOOT;
tween = create_tween()
tween.set_trans(Tween.TRANS_ELASTIC)
tween.set_ease(Tween.EASE_OUT)
tween.set_parallel(true)
tween.tween_property(MODEL, "position", Vector3(.0, MOMENTUM.x, MOMENTUM.y), RECOIL_COOLDOWN / 2)
var rand_rot_y = randf_range(-ANGULAR_MOMENTUM.y,ANGULAR_MOMENTUM.y)
var rand_rot_z = randf_range(-ANGULAR_MOMENTUM.z,ANGULAR_MOMENTUM.z)
tween.tween_property(MODEL, "rotation", Vector3(deg_to_rad(ANGULAR_MOMENTUM.x),deg_to_rad(rand_rot_y),deg_to_rad(rand_rot_z)),RECOIL_COOLDOWN /2)
tween.tween_callback(func(): InitialPos(RECOIL_COOLDOWN / 2, SHOOTING_SPEED / 2)).set_delay(SHOOTING_SPEED / 2)
func CanShoot():
return clip > 0 && state == INITIAL && can_shoot
@rpc
func Release():
rpc("rpc_Release")
@rpc(call_local, any_peer)
func rpc_Release():
if !FIREMODE:
can_shoot = true

View File

@@ -1,8 +1,9 @@
extends Node3D
const CONFIG_PATH = "weapons.cfg"
const WEAPON_SCENE = preload("res://entities/Weapon.scn")
@export var player_root : CharacterBody3D
@onready var player_root = get_node("../../..")
@onready var raycast = get_node("../Camera3D/AimCast") as RayCast3D
#@onready var crosshair = $Crosshair
@@ -15,50 +16,53 @@ var current_weapon = null
var mouse_mov : Vector3
var sway_lerp = 5
func _ready():
get_tree().get_current_scene().game_loaded.connect(init)
func init():
func _ready():
var config = Runtimeloader.loadConfig(CONFIG_PATH) as ConfigFile
if(config == null):
return
Init_Config(config)
var init_config = get_tree().get_current_scene().init_config
var init_config = get_node("/root/Game").init_config
for w_name in init_config.get_value("PLAYER", "starting_weapons"):
GiveWeapon(w_name)
func GiveWeapon(weapon_name):
if weapon_name in ALL_WEAPONS and not ALL_WEAPONS[weapon_name] in weapons:
weapons.append(ALL_WEAPONS[weapon_name])
ChangeWeapon(posmod(current_weapon_index, weapons.size()))
ChangeWeapon((posmod(current_weapon_index, weapons.size())))
func TakeWeapon(weapon_name):
if weapon_name in ALL_WEAPONS and ALL_WEAPONS[weapon_name] in weapons:
weapons.erase(ALL_WEAPONS[weapon_name])
ChangeWeapon(posmod(current_weapon_index, weapons.size()))
ChangeWeapon((posmod(current_weapon_index, weapons.size())))
func _input(event):
if not player_root.is_local_authority():
return
if event is InputEventMouseMotion:
mouse_mov.y = clampf(-event.relative.x, -0.1, 0.1)
mouse_mov.x = clampf(event.relative.y, -0.1, 0.1)
if event is InputEventKey and event.is_pressed():
if event.keycode == KEY_T:
GiveWeapon("CHAINSAW")
func _unhandled_input(_event):
if not player_root.is_local_authority():
return
if(weapons.size() == 0):
return
if weapons.size() > 1 && Input.is_action_just_released("wheel_up"):
ChangeWeapon(posmod((current_weapon_index + 1),weapons.size()))
if weapons.size() > 1 && Input.is_action_just_released("wheel_down"):
ChangeWeapon(posmod(current_weapon_index - 1,weapons.size()))
ChangeWeapon(posmod((current_weapon_index - 1),weapons.size()))
if Input.is_action_just_pressed("reload"):
current_weapon.Reload()
func ChangeWeapon(i):
if(current_weapon):
current_weapon.hide()
@@ -74,7 +78,10 @@ func ChangeWeapon(i):
raycast.target_position.z = -current_weapon.RAY_LEN
var time = 0
func _process(delta):
if not player_root.is_local_authority():
return
if(current_weapon == null):
return
@@ -119,9 +126,9 @@ func Projectile():
func Init_Config(config):
for weapon in config.get_sections():
var root = Weapon.new()
var root = WEAPON_SCENE.instantiate()
root.name = weapon
var model_path = config.get_value(weapon, "MODEL") as String
var weapon_model
if(model_path.ends_with(".glb") or model_path.ends_with(".gltf")):

44
scripts/utils/network.gd Normal file
View File

@@ -0,0 +1,44 @@
extends Node
signal player_spawn
# The player scene (which we want to configure for replication).
const Player = preload("res://entities/Player.tscn")
@onready var NetworkingRoot = get_node("/root/Game/Networking")
func start_network(server: bool, ip="localhost"):
var peer = ENetMultiplayerPeer.new()
if server:
peer.create_server(27015)
# Listen to peer connections, and create new player for them
multiplayer.peer_connected.connect(create_player)
# Listen to peer disconnections, and destroy their players
multiplayer.peer_disconnected.connect(destroy_player)
multiplayer.set_multiplayer_peer(peer)
create_player()
else:
peer.create_client(ip, 27015)
multiplayer.set_multiplayer_peer(peer)
func add_network_entity(path):
var spawner = NetworkingRoot.get_node("Networking") as MultiplayerSpawner
spawner.add_spawnable_scene(path)
func create_player(id=1):
# Instantiate a new player for this client.
var p = Player.instantiate()
# Sets the player name (only sent during spawn).
#p.player_name = "Player %d" % id
# Set a random position (sent on every replicator update).
#p.position = Vector2(randi() % 500, randi() % 500)
# Add it to the "Players" node.
# We give the new Node a name for easy retrieval, but that's not necessary.
p.name = str(id)
p.set_multiplayer_authority(id)
NetworkingRoot.add_child(p)
func destroy_player(id):
# Delete this peer's node.
NetworkingRoot.get_node(str(id)).queue_free()

View File

@@ -28,13 +28,14 @@ func load_gltf(file, parent = self, hasCollision = false, trimesh = false):
fileBytes = snd_file.get_buffer(snd_file.get_length())
gltf.append_from_buffer(fileBytes, "", gltf_state)
print("Loading ", EXTERNAL_PATH + file)
var node = gltf.generate_scene(gltf_state)
parent.add_child(node)
var node = gltf.generate_scene(gltf_state) as Node
parent.add_child(node)
get_all_entities(node)
if not hasCollision:
return node