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