Networking

This commit is contained in:
2023-01-17 22:30:12 +01:00
parent 9893bc45b4
commit ce7b74c832
8 changed files with 116 additions and 48 deletions

34
.exr.import Normal file
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@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bpsjhyhlis3ov"
path="res://.godot/imported/.exr-a7725c7e971a9679cf60303f5fa7defa.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://.exr"
dest_files=["res://.godot/imported/.exr-a7725c7e971a9679cf60303f5fa7defa.ctex"]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/bptc_ldr=0
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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@@ -4,8 +4,10 @@ class_name Game
signal game_loaded signal game_loaded
var init_config var init_config
var weapon_config
func _ready(): func _ready():
weapon_config = Runtimeloader.loadConfig("weapons.cfg") as ConfigFile
init_config = Runtimeloader.loadConfig("init.cfg") as ConfigFile init_config = Runtimeloader.loadConfig("init.cfg") as ConfigFile
print("Loading PCK...") print("Loading PCK...")

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@@ -6,15 +6,15 @@
[ext_resource type="Shader" path="res://assets/shader/crosshair.gdshader" id="3_3vnqi"] [ext_resource type="Shader" path="res://assets/shader/crosshair.gdshader" id="3_3vnqi"]
[ext_resource type="Script" path="res://entities/PlayerSync.gd" id="5_828co"] [ext_resource type="Script" path="res://entities/PlayerSync.gd" id="5_828co"]
[sub_resource type="CylinderShape3D" id="CylinderShape3D_8iawe"] [sub_resource type="CylinderShape3D" id="CylinderShape3D_6d8kk"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_4aqh7"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ikq67"]
albedo_texture = ExtResource("2_mxb5i") albedo_texture = ExtResource("2_mxb5i")
uv1_scale = Vector3(3, 2, 1) uv1_scale = Vector3(3, 2, 1)
[sub_resource type="CylinderMesh" id="CylinderMesh_dh7aw"] [sub_resource type="CylinderMesh" id="CylinderMesh_4e7dm"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_giw1l"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_08bwh"]
shader = ExtResource("3_3vnqi") shader = ExtResource("3_3vnqi")
shader_parameter/center_enabled = null shader_parameter/center_enabled = null
shader_parameter/legs_enabled = null shader_parameter/legs_enabled = null
@@ -29,36 +29,36 @@ shader_parameter/len = null
shader_parameter/spacing = null shader_parameter/spacing = null
shader_parameter/spread = null shader_parameter/spread = null
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_86371"] [sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_rfdcv"]
properties/0/path = NodePath("Body/Head:rotation") properties/0/path = NodePath("Body/Head:rotation")
properties/0/spawn = true properties/0/spawn = true
properties/0/sync = true properties/0/sync = true
properties/1/path = NodePath("Body:rotation") properties/1/path = NodePath("Body:rotation")
properties/1/spawn = true properties/1/spawn = true
properties/1/sync = true properties/1/sync = true
properties/2/path = NodePath("Networking:sync_velocity") properties/2/path = NodePath("Networking:player_state")
properties/2/spawn = true properties/2/spawn = false
properties/2/sync = true properties/2/sync = true
properties/3/path = NodePath("Networking:sync_position") properties/3/path = NodePath("Networking:sync_position")
properties/3/spawn = true properties/3/spawn = true
properties/3/sync = true properties/3/sync = false
properties/4/path = NodePath("Networking:processed_position") properties/4/path = NodePath("Networking:sync_velocity")
properties/4/spawn = true properties/4/spawn = true
properties/4/sync = true properties/4/sync = false
[node name="PlayerQ3" type="CharacterBody3D"] [node name="PlayerQ3" type="CharacterBody3D"]
script = ExtResource("1") script = ExtResource("1")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."] [node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("CylinderShape3D_8iawe") shape = SubResource("CylinderShape3D_6d8kk")
[node name="Body" type="Node3D" parent="."] [node name="Body" type="Node3D" parent="."]
[node name="MeshInstance3D" type="MeshInstance3D" parent="Body"] [node name="MeshInstance3D" type="MeshInstance3D" parent="Body"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
material_override = SubResource("StandardMaterial3D_4aqh7") material_override = SubResource("StandardMaterial3D_ikq67")
mesh = SubResource("CylinderMesh_dh7aw") mesh = SubResource("CylinderMesh_4e7dm")
skeleton = NodePath("../../CollisionShape3D") skeleton = NodePath("../../CollisionShape3D")
[node name="Head" type="Node3D" parent="Body"] [node name="Head" type="Node3D" parent="Body"]
@@ -68,12 +68,14 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.75, 0)
script = ExtResource("2_dl1i1") script = ExtResource("2_dl1i1")
[node name="Crosshair" type="ColorRect" parent="Body/Head/Hand"] [node name="Crosshair" type="ColorRect" parent="Body/Head/Hand"]
material = SubResource("ShaderMaterial_giw1l") material = SubResource("ShaderMaterial_08bwh")
anchors_preset = 15 anchors_preset = 15
anchor_right = 1.0 anchor_right = 1.0
anchor_bottom = 1.0 anchor_bottom = 1.0
grow_horizontal = 2 grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
size_flags_horizontal = 4
size_flags_vertical = 4
[node name="Camera3D" type="Camera3D" parent="Body/Head"] [node name="Camera3D" type="Camera3D" parent="Body/Head"]
cull_mask = 1048573 cull_mask = 1048573
@@ -95,4 +97,4 @@ script = ExtResource("5_828co")
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="Networking"] [node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="Networking"]
root_path = NodePath("../..") root_path = NodePath("../..")
replication_config = SubResource("SceneReplicationConfig_86371") replication_config = SubResource("SceneReplicationConfig_rfdcv")

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@@ -1,5 +1,24 @@
extends Node extends Node
###SYNC PLAYER###
const PLAYER_STATE_SIZE = 13
var player_state:
get:
var buf = PackedByteArray()
buf.resize(PLAYER_STATE_SIZE)
buf.encode_half(0, sync_position.x)
buf.encode_half(2, sync_position.y)
buf.encode_half(4, sync_position.z)
buf.encode_half(6, sync_velocity.x)
buf.encode_half(8, sync_velocity.y)
buf.encode_half(10, sync_velocity.z)
return buf
set(value):
assert(typeof(value) == TYPE_PACKED_BYTE_ARRAY and value.size() == PLAYER_STATE_SIZE,
"Invalid `player_state` array type or size (must be TYPE_PACKED_BYTE_ARRAY of size 11).")
sync_position = Vector3(value.decode_half(0), value.decode_half(2), value.decode_half(4))
sync_velocity = Vector3(value.decode_half(6), value.decode_half(8), value.decode_half(10))
var sync_position : Vector3: var sync_position : Vector3:
set(value): set(value):
sync_position = value sync_position = value
@@ -8,3 +27,5 @@ var sync_velocity : Vector3
var sync_is_jumping : bool var sync_is_jumping : bool
var processed_position : bool var processed_position : bool

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@@ -1,8 +1,7 @@
[gd_scene load_steps=7 format=3 uid="uid://8g7w4uv2xsck"] [gd_scene load_steps=6 format=3 uid="uid://8g7w4uv2xsck"]
[ext_resource type="Script" path="res://Game.gd" id="1_71dcv"] [ext_resource type="Script" path="res://Game.gd" id="1_71dcv"]
[ext_resource type="PackedScene" uid="uid://dsnlwjofq6psf" path="res://scenes/GUI/Main Menu.tscn" id="2_448f8"] [ext_resource type="PackedScene" uid="uid://dsnlwjofq6psf" path="res://scenes/GUI/Main Menu.tscn" id="2_448f8"]
[ext_resource type="Script" path="res://scenes/map/EntitySpawner.gd" id="3_i5esv"]
[sub_resource type="PhysicalSkyMaterial" id="PhysicalSkyMaterial_2n8qo"] [sub_resource type="PhysicalSkyMaterial" id="PhysicalSkyMaterial_2n8qo"]
@@ -38,7 +37,3 @@ environment = SubResource("Environment_oqaam")
[node name="PlayerSpawner" type="MultiplayerSpawner" parent="Networking"] [node name="PlayerSpawner" type="MultiplayerSpawner" parent="Networking"]
_spawnable_scenes = PackedStringArray("res://entities/Player.tscn") _spawnable_scenes = PackedStringArray("res://entities/Player.tscn")
spawn_path = NodePath("..") spawn_path = NodePath("..")
[node name="EntitySpawner" type="MultiplayerSpawner" parent="Networking"]
spawn_path = NodePath("..")
script = ExtResource("3_i5esv")

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@@ -35,6 +35,8 @@ func _enter_tree():
if is_local_authority(): if is_local_authority():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func init():
$Body/Head/Hand.set_weapons()
func is_local_authority(): func is_local_authority():
return $Networking/MultiplayerSynchronizer.get_multiplayer_authority() == multiplayer.get_unique_id() return $Networking/MultiplayerSynchronizer.get_multiplayer_authority() == multiplayer.get_unique_id()

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@@ -1,13 +1,12 @@
extends Node3D extends Node3D
const CONFIG_PATH = "weapons.cfg"
const WEAPON_SCENE = preload("res://entities/Weapon.scn") const WEAPON_SCENE = preload("res://entities/Weapon.scn")
@onready var player_root = get_node("../../..") @onready var player_root = get_node("../../..")
@onready var raycast = get_node("../Camera3D/AimCast") as RayCast3D @onready var raycast = get_node("../Camera3D/AimCast") as RayCast3D
#@onready var crosshair = $Crosshair #@onready var crosshair = $Crosshair
var ALL_WEAPONS = {} var ALL_WEAPONS = []
var weapons = [] var weapons = []
var current_weapon_index = 0 var current_weapon_index = 0
@@ -15,28 +14,39 @@ var current_weapon = null
var mouse_mov : Vector3 var mouse_mov : Vector3
var sway_lerp = 5 var sway_lerp = 5
@onready var game = get_node("/root/Game") as Game
func _ready(): func _ready():
var config = Runtimeloader.loadConfig(CONFIG_PATH) as ConfigFile Init_Config(game.weapon_config)
if(config == null): if not player_root.is_local_authority():
for w_name in game.init_config.get_value("PLAYER", "starting_weapons"):
GiveWeapon(w_name)
func set_weapons():
for w_name in game.init_config.get_value("PLAYER", "starting_weapons"):
rpc("GiveWeapon",w_name)
@rpc(call_local, any_peer)
func GiveWeapon(weapon_name):
for i in ALL_WEAPONS.size():
if(ALL_WEAPONS[i].name != weapon_name):
continue
if(weapons.has(i)):
return
weapons.append(i)
if(current_weapon == null):
rpc("ChangeWeapon", ((posmod(current_weapon_index, weapons.size()))))
return return
Init_Config(config) @rpc(call_local, any_peer)
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())))
func TakeWeapon(weapon_name): func TakeWeapon(weapon_name):
if weapon_name in ALL_WEAPONS and ALL_WEAPONS[weapon_name] in weapons: for i in ALL_WEAPONS.size():
weapons.erase(ALL_WEAPONS[weapon_name]) if(ALL_WEAPONS[i].name != weapon_name):
ChangeWeapon((posmod(current_weapon_index, weapons.size()))) continue
weapons.erase(i)
if(current_weapon == ALL_WEAPONS[i]):
rpc("ChangeWeapon", ((posmod(current_weapon_index, weapons.size()))))
func _input(event): func _input(event):
if not player_root.is_local_authority(): if not player_root.is_local_authority():
@@ -46,7 +56,7 @@ func _input(event):
mouse_mov.x = clampf(event.relative.y, -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 is InputEventKey and event.is_pressed():
if event.keycode == KEY_T: if event.keycode == KEY_T:
GiveWeapon("CHAINSAW") rpc("GiveWeapon","CHAINSAW")
func _unhandled_input(_event): func _unhandled_input(_event):
if not player_root.is_local_authority(): if not player_root.is_local_authority():
@@ -56,13 +66,13 @@ func _unhandled_input(_event):
return return
if weapons.size() > 1 && Input.is_action_just_released("wheel_up"): if weapons.size() > 1 && Input.is_action_just_released("wheel_up"):
ChangeWeapon(posmod((current_weapon_index + 1),weapons.size())) rpc("ChangeWeapon", (posmod((current_weapon_index + 1),weapons.size())))
if weapons.size() > 1 && Input.is_action_just_released("wheel_down"): if weapons.size() > 1 && Input.is_action_just_released("wheel_down"):
ChangeWeapon(posmod((current_weapon_index - 1),weapons.size())) rpc("ChangeWeapon", (posmod((current_weapon_index - 1),weapons.size())))
if Input.is_action_just_pressed("reload"): if Input.is_action_just_pressed("reload"):
current_weapon.Reload() current_weapon.Reload()
@rpc(call_local, any_peer)
func ChangeWeapon(i): func ChangeWeapon(i):
if(current_weapon): if(current_weapon):
current_weapon.hide() current_weapon.hide()
@@ -72,7 +82,8 @@ func ChangeWeapon(i):
return return
current_weapon_index = i current_weapon_index = i
current_weapon = weapons[current_weapon_index] var w_index = weapons[current_weapon_index]
current_weapon = ALL_WEAPONS[w_index]
current_weapon.show() current_weapon.show()
current_weapon.init() current_weapon.init()
raycast.target_position.z = -current_weapon.RAY_LEN raycast.target_position.z = -current_weapon.RAY_LEN
@@ -110,7 +121,7 @@ func _process(delta):
bobOscillate = sin(time * 4 * (PI) + PI/4) * 0.015 bobOscillate = sin(time * 4 * (PI) + PI/4) * 0.015
position.x = bobOscillate position.x = bobOscillate
@rpc(call_local, any_peer)
func HitScan(): func HitScan():
if(raycast.is_colliding()): if(raycast.is_colliding()):
var target = raycast.get_collider() var target = raycast.get_collider()
@@ -169,4 +180,4 @@ func Init_Config(config):
root.RELOAD_ANGULAR_MOMENTUM = config.get_value(weapon, "RELOAD_ANGULAR_MOMENTUM") root.RELOAD_ANGULAR_MOMENTUM = config.get_value(weapon, "RELOAD_ANGULAR_MOMENTUM")
root.RELOAD_TIME = config.get_value(weapon, "RELOAD_TIME") root.RELOAD_TIME = config.get_value(weapon, "RELOAD_TIME")
ALL_WEAPONS[root.name] = root ALL_WEAPONS.append(root)

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@@ -36,8 +36,9 @@ func create_player(id=1):
# Add it to the "Players" node. # Add it to the "Players" node.
# We give the new Node a name for easy retrieval, but that's not necessary. # We give the new Node a name for easy retrieval, but that's not necessary.
p.name = str(id) p.name = str(id)
p.set_multiplayer_authority(id) #p.set_multiplayer_authority(id)
NetworkingRoot.add_child(p) NetworkingRoot.add_child(p)
p.init()
func destroy_player(id): func destroy_player(id):
# Delete this peer's node. # Delete this peer's node.