WIP: Migrating to node3ds
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@ -4,22 +4,26 @@ class_name CharacterWrapper
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@export var die_script: GDScript = null
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@export var die_script: GDScript = null
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@export var owner_placeholder: CharacterBody3D = null
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@export var owner_placeholder: CharacterBody3D = null
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@export var server_node: Node3D # The real synced node from the server
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@export var interpolation_delay: float = 0.1 # Stay 100ms behind for smooth interpolation
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@export var interpolation_delay: float = 0.1 # Stay 100ms behind for smooth interpolation
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@export var snap_threshold: float = 2.0 # If desync is larger than this, snap instantly
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@export var snap_threshold: float = 2.0 # If desync is larger than this, snap instantly
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var position_buffer = [] # Stores past positions (tuples of (timestamp, position))
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var position_buffer = [] # Stores past positions (tuples of (timestamp, position, rotation))
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var previous_position: Vector3 = Vector3.ZERO
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var previous_position: Vector3 = Vector3.ZERO
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var previous_rotation: Quaternion = Quaternion.IDENTITY
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var pseudo_velocity: Vector3 = Vector3.ZERO # Approximate velocity without CharacterBody3D
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var pseudo_velocity: Vector3 = Vector3.ZERO # Approximate velocity without CharacterBody3D
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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var server_pos = owner_placeholder.global_transform.origin
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var server_pos = owner_placeholder.global_transform.origin
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var server_rot = owner_placeholder.global_transform.basis.get_rotation_quaternion()
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# Calculate pseudo velocity (difference per second)
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# Calculate pseudo velocity (difference per second)
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pseudo_velocity = (server_pos - previous_position) / delta
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pseudo_velocity = (server_pos - previous_position) / delta
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previous_position = server_pos # Store for next frame
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previous_position = server_pos # Store for next frame
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previous_rotation = server_rot # Store rotation for next frame
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# Store position in buffer
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# Store position & rotation in buffer
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position_buffer.append([Time.get_ticks_msec() / 1000.0, server_pos])
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position_buffer.append([Time.get_ticks_msec() / 1000.0, server_pos, server_rot])
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# Remove old positions to keep buffer clean
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# Remove old positions to keep buffer clean
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while position_buffer.size() > 2 and position_buffer[1][0] < (Time.get_ticks_msec() / 1000.0) - interpolation_delay:
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while position_buffer.size() > 2 and position_buffer[1][0] < (Time.get_ticks_msec() / 1000.0) - interpolation_delay:
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@ -31,6 +35,7 @@ func _physics_process(delta: float) -> void:
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# Check if the client is too far from the server
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# Check if the client is too far from the server
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if client_pos.distance_to(server_pos) > snap_threshold:
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if client_pos.distance_to(server_pos) > snap_threshold:
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global_transform.origin = server_pos # Instantly move to the correct position
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global_transform.origin = server_pos # Instantly move to the correct position
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global_transform.basis = Basis(server_rot) # Instantly rotate to the correct orientation
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position_buffer.clear() # Reset buffer to prevent interpolation from old positions
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position_buffer.clear() # Reset buffer to prevent interpolation from old positions
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return # Skip interpolation this frame to avoid weird blending
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return # Skip interpolation this frame to avoid weird blending
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@ -43,8 +48,12 @@ func _physics_process(delta: float) -> void:
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var alpha = (t_now - prev_point[0]) / (next_point[0] - prev_point[0])
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var alpha = (t_now - prev_point[0]) / (next_point[0] - prev_point[0])
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alpha = clamp(alpha, 0.0, 1.0)
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alpha = clamp(alpha, 0.0, 1.0)
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# Interpolate position
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global_transform.origin = prev_point[1].lerp(next_point[1], alpha)
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global_transform.origin = prev_point[1].lerp(next_point[1], alpha)
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# Interpolate rotation using slerp
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var interpolated_rot = prev_point[2].slerp(next_point[2], alpha)
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global_transform.basis = Basis(interpolated_rot)
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func _ready() -> void:
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func _ready() -> void:
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set_multiplayer_authority(multiplayer.get_unique_id())
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set_multiplayer_authority(multiplayer.get_unique_id())
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global_position = owner_placeholder.global_position
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global_position = owner_placeholder.global_position
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