WIP: Some updates new prediction

This commit is contained in:
Nikolai Rodionov 2025-02-09 22:25:10 +01:00
parent fb05bc4dd1
commit 6795fdeacd
Signed by: allanger
GPG Key ID: 09F8B434D0FDD99B

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@ -8,38 +8,57 @@ class_name CharacterWrapper
@export var velocity_influence: float = 1.0 # How much velocity is used for smoothing
@export var snap_threshold: float = 2.0 # If desync is larger than this, snap faster
@export var interpolation_delay: float = 0.1 # Stay 100ms behind for smooth interpolation
var previous_server_pos: Vector3 = Vector3.ZERO
var position_buffer = [] # Stores past positions (tuples of (timestamp, position))
func _process(delta):
# Record the latest server position with timestamp
position_buffer.append([Time.get_ticks_msec() / 1000.0, owner_placeholder.global_transform.origin])
# Remove old positions to keep buffer clean
while position_buffer.size() > 2 and position_buffer[1][0] < (Time.get_ticks_msec() / 1000.0) - interpolation_delay:
position_buffer.pop_front()
# If we have at least 2 points, interpolate between them
if position_buffer.size() >= 2:
var t_now = (Time.get_ticks_msec() / 1000.0) - interpolation_delay
var prev_point = position_buffer[0]
var next_point = position_buffer[1]
# Find the interpolation factor (how far we are between these two points)
var alpha = (t_now - prev_point[0]) / (next_point[0] - prev_point[0])
alpha = clamp(alpha, 0.0, 1.0) # Prevent weird values
# Lerp between the two closest timestamps
global_transform.origin = prev_point[1].lerp(next_point[1], alpha)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
set_multiplayer_authority(multiplayer.get_unique_id())
global_position = owner_placeholder.global_position
func _physics_process(delta: float) -> void:
#if not is_on_floor():
#velocity += get_gravity() * delta
#global_position = owner_placeholder.global_position
var server_pos = owner_placeholder.global_transform.origin
var server_velocity = (server_pos - previous_server_pos) / delta
if server_velocity.length() < 0.1:
velocity = Vector3.ZERO # Stop predicting movement when nearly still
var distance_to_server = global_transform.origin.distance_to(server_pos)
if distance_to_server > snap_threshold:
# If the desync is too large, quickly correct it
global_transform.origin = server_pos
else:
# Otherwise, smoothly adjust position
global_transform.origin = global_transform.origin.lerp(server_pos, interpolation_speed * delta)
global_transform.origin += velocity * velocity_influence * delta
# Update stored velocity
velocity = velocity.lerp(server_velocity, delta * interpolation_speed)
previous_server_pos = server_pos
#velocity = owner_placeholder.velocity
#global_transform.origin = global_transform.origin.lerp(server_pos, interpolation_speed * delta)
#func _physics_process(delta: float) -> void:
##if not is_on_floor():
##velocity += get_gravity() * delta
##global_position = owner_placeholder.global_position
#
#var server_pos = owner_placeholder.global_transform.origin
#var server_velocity = (server_pos - previous_server_pos) / delta
#
#if server_velocity.length() < 0.1:
#velocity = Vector3.ZERO # Stop predicting movement when nearly still
#var distance_to_server = global_transform.origin.distance_to(server_pos)
#if distance_to_server > snap_threshold:
## If the desync is too large, quickly correct it
#global_transform.origin = server_pos
#else:
## Otherwise, smoothly adjust position
#global_transform.origin = global_transform.origin.lerp(server_pos, interpolation_speed * delta)
#
#global_transform.origin += velocity * velocity_influence * delta
## Update stored velocity
#velocity = velocity.lerp(server_velocity, delta * interpolation_speed)
#previous_server_pos = server_pos
##velocity = owner_placeholder.velocity
##global_transform.origin = global_transform.origin.lerp(server_pos, interpolation_speed * delta)
##global_transform.origin += velocity * velocity_influence * delta
##velocity = velocity.lerp(server_velocity, delta * interpolation_speed)
#move_and_slide()
# Set the owner placeholder, so the characters can send the requests to a node