Networking
This commit is contained in:
34
.exr.import
Normal file
34
.exr.import
Normal file
@@ -0,0 +1,34 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://bpsjhyhlis3ov"
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path="res://.godot/imported/.exr-a7725c7e971a9679cf60303f5fa7defa.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://.exr"
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dest_files=["res://.godot/imported/.exr-a7725c7e971a9679cf60303f5fa7defa.ctex"]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/bptc_ldr=0
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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2
Game.gd
2
Game.gd
@@ -4,8 +4,10 @@ class_name Game
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signal game_loaded
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var init_config
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var weapon_config
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func _ready():
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weapon_config = Runtimeloader.loadConfig("weapons.cfg") as ConfigFile
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init_config = Runtimeloader.loadConfig("init.cfg") as ConfigFile
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print("Loading PCK...")
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@@ -6,15 +6,15 @@
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[ext_resource type="Shader" path="res://assets/shader/crosshair.gdshader" id="3_3vnqi"]
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[ext_resource type="Script" path="res://entities/PlayerSync.gd" id="5_828co"]
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[sub_resource type="CylinderShape3D" id="CylinderShape3D_8iawe"]
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[sub_resource type="CylinderShape3D" id="CylinderShape3D_6d8kk"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_4aqh7"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ikq67"]
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albedo_texture = ExtResource("2_mxb5i")
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uv1_scale = Vector3(3, 2, 1)
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[sub_resource type="CylinderMesh" id="CylinderMesh_dh7aw"]
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[sub_resource type="CylinderMesh" id="CylinderMesh_4e7dm"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_giw1l"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_08bwh"]
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shader = ExtResource("3_3vnqi")
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shader_parameter/center_enabled = null
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shader_parameter/legs_enabled = null
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@@ -29,36 +29,36 @@ shader_parameter/len = null
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shader_parameter/spacing = null
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shader_parameter/spread = null
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_86371"]
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_rfdcv"]
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properties/0/path = NodePath("Body/Head:rotation")
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properties/0/spawn = true
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properties/0/sync = true
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properties/1/path = NodePath("Body:rotation")
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properties/1/spawn = true
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properties/1/sync = true
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properties/2/path = NodePath("Networking:sync_velocity")
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properties/2/spawn = true
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properties/2/path = NodePath("Networking:player_state")
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properties/2/spawn = false
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properties/2/sync = true
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properties/3/path = NodePath("Networking:sync_position")
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properties/3/spawn = true
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properties/3/sync = true
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properties/4/path = NodePath("Networking:processed_position")
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properties/3/sync = false
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properties/4/path = NodePath("Networking:sync_velocity")
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properties/4/spawn = true
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properties/4/sync = true
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properties/4/sync = false
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[node name="PlayerQ3" type="CharacterBody3D"]
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script = ExtResource("1")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
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shape = SubResource("CylinderShape3D_8iawe")
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shape = SubResource("CylinderShape3D_6d8kk")
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[node name="Body" type="Node3D" parent="."]
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Body"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
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material_override = SubResource("StandardMaterial3D_4aqh7")
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mesh = SubResource("CylinderMesh_dh7aw")
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material_override = SubResource("StandardMaterial3D_ikq67")
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mesh = SubResource("CylinderMesh_4e7dm")
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skeleton = NodePath("../../CollisionShape3D")
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[node name="Head" type="Node3D" parent="Body"]
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@@ -68,12 +68,14 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.75, 0)
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script = ExtResource("2_dl1i1")
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[node name="Crosshair" type="ColorRect" parent="Body/Head/Hand"]
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material = SubResource("ShaderMaterial_giw1l")
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material = SubResource("ShaderMaterial_08bwh")
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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size_flags_horizontal = 4
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size_flags_vertical = 4
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[node name="Camera3D" type="Camera3D" parent="Body/Head"]
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cull_mask = 1048573
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@@ -95,4 +97,4 @@ script = ExtResource("5_828co")
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="Networking"]
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root_path = NodePath("../..")
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replication_config = SubResource("SceneReplicationConfig_86371")
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replication_config = SubResource("SceneReplicationConfig_rfdcv")
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@@ -1,5 +1,24 @@
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extends Node
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###SYNC PLAYER###
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const PLAYER_STATE_SIZE = 13
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var player_state:
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get:
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var buf = PackedByteArray()
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buf.resize(PLAYER_STATE_SIZE)
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buf.encode_half(0, sync_position.x)
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buf.encode_half(2, sync_position.y)
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buf.encode_half(4, sync_position.z)
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buf.encode_half(6, sync_velocity.x)
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buf.encode_half(8, sync_velocity.y)
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buf.encode_half(10, sync_velocity.z)
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return buf
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set(value):
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assert(typeof(value) == TYPE_PACKED_BYTE_ARRAY and value.size() == PLAYER_STATE_SIZE,
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"Invalid `player_state` array type or size (must be TYPE_PACKED_BYTE_ARRAY of size 11).")
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sync_position = Vector3(value.decode_half(0), value.decode_half(2), value.decode_half(4))
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sync_velocity = Vector3(value.decode_half(6), value.decode_half(8), value.decode_half(10))
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var sync_position : Vector3:
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set(value):
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sync_position = value
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@@ -8,3 +27,5 @@ var sync_velocity : Vector3
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var sync_is_jumping : bool
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var processed_position : bool
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@@ -1,8 +1,7 @@
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[gd_scene load_steps=7 format=3 uid="uid://8g7w4uv2xsck"]
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[gd_scene load_steps=6 format=3 uid="uid://8g7w4uv2xsck"]
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[ext_resource type="Script" path="res://Game.gd" id="1_71dcv"]
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[ext_resource type="PackedScene" uid="uid://dsnlwjofq6psf" path="res://scenes/GUI/Main Menu.tscn" id="2_448f8"]
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[ext_resource type="Script" path="res://scenes/map/EntitySpawner.gd" id="3_i5esv"]
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[sub_resource type="PhysicalSkyMaterial" id="PhysicalSkyMaterial_2n8qo"]
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@@ -38,7 +37,3 @@ environment = SubResource("Environment_oqaam")
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[node name="PlayerSpawner" type="MultiplayerSpawner" parent="Networking"]
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_spawnable_scenes = PackedStringArray("res://entities/Player.tscn")
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spawn_path = NodePath("..")
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[node name="EntitySpawner" type="MultiplayerSpawner" parent="Networking"]
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spawn_path = NodePath("..")
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script = ExtResource("3_i5esv")
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@@ -35,6 +35,8 @@ func _enter_tree():
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if is_local_authority():
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func init():
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$Body/Head/Hand.set_weapons()
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func is_local_authority():
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return $Networking/MultiplayerSynchronizer.get_multiplayer_authority() == multiplayer.get_unique_id()
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@@ -1,13 +1,12 @@
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extends Node3D
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const CONFIG_PATH = "weapons.cfg"
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const WEAPON_SCENE = preload("res://entities/Weapon.scn")
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@onready var player_root = get_node("../../..")
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@onready var raycast = get_node("../Camera3D/AimCast") as RayCast3D
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#@onready var crosshair = $Crosshair
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var ALL_WEAPONS = {}
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var ALL_WEAPONS = []
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var weapons = []
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var current_weapon_index = 0
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@@ -15,28 +14,39 @@ var current_weapon = null
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var mouse_mov : Vector3
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var sway_lerp = 5
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@onready var game = get_node("/root/Game") as Game
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func _ready():
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var config = Runtimeloader.loadConfig(CONFIG_PATH) as ConfigFile
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if(config == null):
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return
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Init_Config(config)
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var init_config = get_node("/root/Game").init_config
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for w_name in init_config.get_value("PLAYER", "starting_weapons"):
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Init_Config(game.weapon_config)
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if not player_root.is_local_authority():
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for w_name in game.init_config.get_value("PLAYER", "starting_weapons"):
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GiveWeapon(w_name)
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func GiveWeapon(weapon_name):
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if weapon_name in ALL_WEAPONS and not ALL_WEAPONS[weapon_name] in weapons:
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weapons.append(ALL_WEAPONS[weapon_name])
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ChangeWeapon((posmod(current_weapon_index, weapons.size())))
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func set_weapons():
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for w_name in game.init_config.get_value("PLAYER", "starting_weapons"):
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rpc("GiveWeapon",w_name)
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@rpc(call_local, any_peer)
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func GiveWeapon(weapon_name):
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for i in ALL_WEAPONS.size():
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if(ALL_WEAPONS[i].name != weapon_name):
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continue
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if(weapons.has(i)):
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return
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weapons.append(i)
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if(current_weapon == null):
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rpc("ChangeWeapon", ((posmod(current_weapon_index, weapons.size()))))
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return
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@rpc(call_local, any_peer)
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func TakeWeapon(weapon_name):
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if weapon_name in ALL_WEAPONS and ALL_WEAPONS[weapon_name] in weapons:
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weapons.erase(ALL_WEAPONS[weapon_name])
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ChangeWeapon((posmod(current_weapon_index, weapons.size())))
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for i in ALL_WEAPONS.size():
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if(ALL_WEAPONS[i].name != weapon_name):
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continue
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weapons.erase(i)
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if(current_weapon == ALL_WEAPONS[i]):
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rpc("ChangeWeapon", ((posmod(current_weapon_index, weapons.size()))))
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func _input(event):
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if not player_root.is_local_authority():
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@@ -46,7 +56,7 @@ func _input(event):
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mouse_mov.x = clampf(event.relative.y, -0.1, 0.1)
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if event is InputEventKey and event.is_pressed():
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if event.keycode == KEY_T:
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GiveWeapon("CHAINSAW")
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rpc("GiveWeapon","CHAINSAW")
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func _unhandled_input(_event):
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if not player_root.is_local_authority():
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@@ -56,13 +66,13 @@ func _unhandled_input(_event):
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return
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if weapons.size() > 1 && Input.is_action_just_released("wheel_up"):
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ChangeWeapon(posmod((current_weapon_index + 1),weapons.size()))
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rpc("ChangeWeapon", (posmod((current_weapon_index + 1),weapons.size())))
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if weapons.size() > 1 && Input.is_action_just_released("wheel_down"):
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ChangeWeapon(posmod((current_weapon_index - 1),weapons.size()))
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rpc("ChangeWeapon", (posmod((current_weapon_index - 1),weapons.size())))
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if Input.is_action_just_pressed("reload"):
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current_weapon.Reload()
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@rpc(call_local, any_peer)
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func ChangeWeapon(i):
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if(current_weapon):
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current_weapon.hide()
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@@ -72,7 +82,8 @@ func ChangeWeapon(i):
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return
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current_weapon_index = i
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current_weapon = weapons[current_weapon_index]
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var w_index = weapons[current_weapon_index]
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current_weapon = ALL_WEAPONS[w_index]
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current_weapon.show()
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current_weapon.init()
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raycast.target_position.z = -current_weapon.RAY_LEN
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@@ -110,7 +121,7 @@ func _process(delta):
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bobOscillate = sin(time * 4 * (PI) + PI/4) * 0.015
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position.x = bobOscillate
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@rpc(call_local, any_peer)
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func HitScan():
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if(raycast.is_colliding()):
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var target = raycast.get_collider()
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@@ -169,4 +180,4 @@ func Init_Config(config):
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root.RELOAD_ANGULAR_MOMENTUM = config.get_value(weapon, "RELOAD_ANGULAR_MOMENTUM")
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root.RELOAD_TIME = config.get_value(weapon, "RELOAD_TIME")
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ALL_WEAPONS[root.name] = root
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ALL_WEAPONS.append(root)
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@@ -36,8 +36,9 @@ func create_player(id=1):
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# Add it to the "Players" node.
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# We give the new Node a name for easy retrieval, but that's not necessary.
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p.name = str(id)
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p.set_multiplayer_authority(id)
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#p.set_multiplayer_authority(id)
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NetworkingRoot.add_child(p)
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p.init()
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func destroy_player(id):
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# Delete this peer's node.
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Block a user