Fix the sync and add shooting

This commit is contained in:
2025-02-06 22:06:54 +01:00
parent ad95c99149
commit 89992b1ef4
68 changed files with 8482 additions and 34 deletions

View File

@ -0,0 +1,148 @@
[gd_scene load_steps=10 format=3 uid="uid://btlkodvngm634"]
[ext_resource type="Texture2D" uid="uid://oopj5mj1vdp0" path="res://assets/crosshairs/crosshair_default.png" id="1_u13st"]
[sub_resource type="LabelSettings" id="LabelSettings_3bk8i"]
font_size = 70
[sub_resource type="LabelSettings" id="LabelSettings_adbcb"]
font_size = 100
font_color = Color(0.756874, 0, 0.223924, 1)
[sub_resource type="Environment" id="Environment_i2xeo"]
sdfgi_enabled = true
glow_enabled = true
[sub_resource type="Animation" id="Animation_falg4"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0.125),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector3(0, 0, 0)]
}
[sub_resource type="Animation" id="Animation_fhivu"]
resource_name = "idle"
[sub_resource type="Animation" id="Animation_mkk0p"]
resource_name = "move"
length = 0.5
loop_mode = 2
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.125, 0.25, 0.375, 0.5),
"transitions": PackedFloat32Array(1, 2, 1, 2, 1),
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(-0.1, 0.1, -0.1), Vector3(0, 0, 0), Vector3(-0.1, 0.1, -0.1), Vector3(0, 0, 0)]
}
[sub_resource type="Animation" id="Animation_ah507"]
resource_name = "shooting"
length = 0.2
loop_mode = 1
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2),
"transitions": PackedFloat32Array(1, 0.233258, 8.57419),
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(0, -0.01, -0.01), Vector3(0, 0, 0)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_u1b6p"]
_data = {
"RESET": SubResource("Animation_falg4"),
"idle": SubResource("Animation_fhivu"),
"move": SubResource("Animation_mkk0p"),
"shooting": SubResource("Animation_ah507")
}
[node name="HUD" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
[node name="TextureRect" type="TextureRect" parent="."]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -36.0
offset_top = -36.0
offset_right = 36.0
offset_bottom = 36.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("1_u13st")
[node name="HealthIndicator" type="Label" parent="."]
layout_mode = 1
anchors_preset = 2
anchor_top = 1.0
anchor_bottom = 1.0
offset_top = -23.0
offset_right = 40.0
grow_vertical = 0
text = "100"
label_settings = SubResource("LabelSettings_3bk8i")
[node name="FPS" type="Label" parent="." groups=["player_placeholder"]]
layout_mode = 1
offset_right = 40.0
offset_bottom = 23.0
text = "0"
label_settings = SubResource("LabelSettings_adbcb")
[node name="SubViewportContainer" type="SubViewportContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
stretch = true
[node name="SubViewport" type="SubViewport" parent="SubViewportContainer"]
transparent_bg = true
handle_input_locally = false
msaa_2d = 1
msaa_3d = 1
canvas_cull_mask = 4294443008
size = Vector2i(1152, 648)
render_target_update_mode = 4
[node name="Camera3D" type="Camera3D" parent="SubViewportContainer/SubViewport"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.30409, -0.371306)
cull_mask = 524288
environment = SubResource("Environment_i2xeo")
fov = 50.0
[node name="GunMount" type="Node3D" parent="SubViewportContainer/SubViewport/Camera3D"]
[node name="AnimationPlayer" type="AnimationPlayer" parent="SubViewportContainer/SubViewport/Camera3D/GunMount"]
libraries = {
"": SubResource("AnimationLibrary_u1b6p")
}

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=5 format=3 uid="uid://cwqhnknctn83"]
[gd_scene load_steps=5 format=3 uid="uid://bm80m5x5me4mp"]
[ext_resource type="Script" path="res://scenes/player/server_node.gd" id="1_djt0m"]
[ext_resource type="PackedScene" uid="uid://ddwrs0so7swxn" path="res://scenes/characters/y-bot/character.tscn" id="2_a22jl"]
@ -15,15 +15,6 @@ properties/1/spawn = true
properties/1/replication_mode = 1
[node name="PlayerPlaceholder" type="PlayerPlaceholder"]
_import_path = NodePath("")
unique_name_in_owner = false
process_mode = 0
process_priority = 0
process_physics_priority = 0
process_thread_group = 0
physics_interpolation_mode = 0
auto_translate_mode = 0
editor_description = ""
collision_layer = 4
collision_mask = 5
script = ExtResource("1_djt0m")

View File

@ -3,7 +3,7 @@
# client side, and send the changes to the server node
# ---------------------------------------------------------------------
extends Node3D
class_name PlayerInputController
class_name PlayerNode
var jumping: bool = false
var shooting: bool = false
@ -21,6 +21,9 @@ var controlled_node: ServerNode = null
@onready var shared_node: CharacterBody3D = $SharedNode
@onready var camera_mount: Node3D = $SharedNode/CameraMount
@onready var camera: Camera3D = $SharedNode/CameraMount/Camera3D
var hud: Control
const DEFAULT_WEAPON := "ak"
var first_slot_weapon: WeaponController
func _ready() -> void:
set_multiplayer_authority(multiplayer.get_unique_id())
@ -28,9 +31,25 @@ func _ready() -> void:
shared_node.set_collision_mask_value(1, true)
shared_node.set_collision_mask_value(2, true)
camera.make_current()
print(controlled_node.shared_node.global_position)
var hud_scene: PackedScene = ResourceLoader.load("res://scenes/player/hud.tscn")
hud = hud_scene.instantiate()
camera.add_child(hud)
_load_weapon()
# Load the default weapon and set the current attack properties
func _load_weapon() -> void:
var path_tmpl := "res://scenes/weapon/guns/%s/with_hands.tscn"
var path := path_tmpl % DEFAULT_WEAPON
var scene: PackedScene = ResourceLoader.load(path)
var node: WeaponController = scene.instantiate()
first_slot_weapon = node
#first_slot_weapon.position = Vector3(-1, -1, -1)
hud.find_child("GunMount").add_child(first_slot_weapon)
func initial_position_sync():
print(controlled_node.shared_node.global_position)
shared_node.global_position = controlled_node.shared_node.global_position
shared_node.rotation = controlled_node.shared_node.rotation
@ -42,13 +61,16 @@ func _input(event):
look_dir = event.relative * 1
shared_node.rotation.y -= look_dir.x * camera_sens * 1.0
camera_mount.rotation.x = clamp(camera_mount.rotation.x - look_dir.y * camera_sens * 1.0, -1.5, 1.5)
controlled_node.set_rotation_x.rpc_id(1, shared_node.rotation.x)
controlled_node.set_rotation_x.rpc_id(1, camera_mount.rotation.x)
controlled_node.set_rotation_y.rpc_id(1, shared_node.rotation.y)
if Input.is_action_pressed("move_left") or Input.is_action_pressed("move_right") or Input.is_action_pressed("move_forward") or Input.is_action_pressed("move_backwards"):
if Input.is_action_pressed("move_left") or Input.is_action_pressed("move_right") or Input.is_action_pressed("move_forward") or Input.is_action_pressed("move_backward"):
moving = true
else:
moving = false
input_direction = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
controlled_node.set_input_direction.rpc_id(1, input_direction)
if Input.is_action_just_pressed("shoot"): shooting = true
if Input.is_action_just_released("shoot"): shooting = false
func jump():
jumping = true
@ -58,7 +80,6 @@ func _physics_process(delta: float) -> void:
if multiplayer.get_unique_id() == get_multiplayer_authority():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
controlled_node.set_input_direction.rpc_id(1, input_direction)
if not shared_node.is_on_floor():
shared_node.velocity += shared_node.get_gravity() * delta
if shared_node.is_on_floor() && jumping:
@ -67,16 +88,40 @@ func _physics_process(delta: float) -> void:
#if shooting:
jumping = false
if shooting:
controlled_node.shoot.rpc_id(1)
first_slot_weapon.shoot()
var direction := (shared_node.transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized()
if shared_node.is_on_floor():
if direction:
#first_view_legs_anim.play("Run Forward")
shared_node.velocity.x = direction.x * consts.DEFAULT_CHARACTER_SPEED
shared_node.velocity.z = direction.z * consts.DEFAULT_CHARACTER_SPEED
else:
shared_node.velocity.x = move_toward(shared_node.velocity.x, 0, consts.DEFAULT_CHARACTER_SPEED)
shared_node.velocity.z = move_toward(shared_node.velocity.z, 0, consts.DEFAULT_CHARACTER_SPEED)
func _process(delta: float) -> void:
shared_node.move_and_slide()
# -- This rpc should be called by the server in order to
# -- make the client send its position to the server
@rpc("any_peer", "call_local", "reliable")
func verify_position() -> void:
var desired_position: Vector3 = shared_node.global_position
controlled_node.send_position.rpc_id(1, desired_position.x, desired_position.y, desired_position.z)
@rpc("authority", "call_local")
func adjust_position(x: float, y: float, z: float):
var new_position: Vector3 = Vector3(x, y, z)
shared_node.global_position = new_position
@rpc("any_peer", "call_local", "reliable")
func verify_rotation() -> void:
var desired_rotation: Vector3 = shared_node.global_rotation
controlled_node.send_rotation.rpc_id(1, desired_rotation.x, desired_rotation.y, desired_rotation.z)
@rpc("authority", "call_local")
func adjust_rotation(x: float, y: float, z: float):
var new_rotation: Vector3 = Vector3(x, y, z)
shared_node.rotation = new_rotation

View File

@ -7,5 +7,3 @@
script = ExtResource("1_q00bg")
[node name="SharedNode" parent="." instance=ExtResource("2_4mkad")]
[node name="CSGSphere3D" type="CSGSphere3D" parent="."]

View File

@ -3,23 +3,45 @@ class_name ServerNode
var jumping := false
var input_direction: Vector2
var player_node: PlayerNode
# TODO: Shoould not be defined here
const DEFAULT_WEAPON := "ak"
var first_slot_weapon: WeaponController
@export var owner_id: int = 0
@onready var camera_mount: Node3D = $SharedNode/CameraMount
@onready var shared_node: CharacterBody3D = $SharedNode
@onready var bullet_starting_point: Node3D = $SharedNode/CameraMount/BulletStartingPoint
@onready var map_controller: MapController
func _ready() -> void:
shared_node.set_collision_layer_value(3, true)
shared_node.set_collision_mask_value(1, true)
shared_node.set_collision_mask_value(3, true)
# Deploy a local controller node
map_controller = find_parent("Map")
_load_weapon()
# Load the default weapon and set the current attack properties
func _load_weapon() -> void:
var path_tmpl := "res://scenes/weapon/guns/%s/with_hands.tscn"
var path := path_tmpl % DEFAULT_WEAPON
var scene: PackedScene = ResourceLoader.load(path)
var node: WeaponController = scene.instantiate()
first_slot_weapon = node
first_slot_weapon.set_map_controller(map_controller)
func bind_player_node() -> void:
if multiplayer.get_unique_id() == owner_id:
player_node = get_tree().get_root().find_child("PlayerController", true, false)
func _physics_process(delta: float) -> void:
if not shared_node.is_on_floor():
shared_node.velocity += shared_node.get_gravity() * delta
if shared_node.is_on_floor() && jumping:
shared_node.velocity.y = consts.DEFAULT_JUMP_VELOCITY
#if shooting:
jumping = false
@ -49,3 +71,45 @@ func set_rotation_x(x: float):
@rpc("any_peer", "call_local", "unreliable")
func set_rotation_y(y: float):
shared_node.rotation.y = y
func _on_reconciliation_timer_timeout() -> void:
if multiplayer.is_server():
player_node.verify_position.rpc_id(owner_id)
player_node.verify_rotation.rpc_id(owner_id)
$ReconciliationTimer.start()
@rpc("any_peer", "call_local", "reliable")
func send_position(x: float, y: float, z: float):
if multiplayer.is_server():
var desired_position: Vector3 = Vector3(x, y, z)
if multiplayer.is_server():
var real_position: Vector3 = shared_node.global_position
var difference: Vector3 = desired_position - real_position
if is_vector_a_lower_than_b(difference, Vector3(0.2, 0.2, 0.2)):
shared_node.global_position = desired_position
elif is_vector_a_lower_than_b(difference, Vector3(0.4, 0.4, 0.4)):
var new_position: Vector3 = desired_position.lerp(real_position, 0.5)
push_warning("player position is not valid, lerping")
player_node.adjust_position.rpc_id(owner_id, new_position.x, new_position.y, new_position.z)
else:
push_warning("player position is not valid, adjusting")
player_node.adjust_position.rpc_id(owner_id, real_position.x, real_position.y, real_position.z)
@rpc("any_peer", "call_local")
func send_rotation(x: float, y: float, z: float):
var desired_rotation: Vector3 = Vector3(x, y, z)
if multiplayer.is_server():
var real_rotation: Vector3 = shared_node.rotation
var difference: Vector3 = desired_rotation - real_rotation
if is_vector_a_lower_than_b(difference, Vector3(0.3, 0.3, 0.3)):
shared_node.rotation = desired_rotation
else:
var new_rotation: Vector3 = desired_rotation.lerp(real_rotation, 0.5)
player_node.adjust_rotation.rpc_id(owner_id, new_rotation.x, new_rotation.y, new_rotation.z)
@rpc("any_peer", "call_local", "unreliable_ordered")
func shoot():
first_slot_weapon.attack(bullet_starting_point)
func is_vector_a_lower_than_b(vec_a: Vector3, vec_b: Vector3) -> bool:
return vec_a.x < vec_b.x and vec_a.y < vec_b.y and vec_a.z < vec_b.z

View File

@ -21,3 +21,9 @@ script = ExtResource("1_bau14")
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
replication_config = SubResource("SceneReplicationConfig_2dhi2")
[node name="ReconciliationTimer" type="Timer" parent="."]
wait_time = 0.1
autostart = true
[connection signal="timeout" from="ReconciliationTimer" to="." method="_on_reconciliation_timer_timeout"]

View File

@ -12,11 +12,9 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.9, 0)
shape = SubResource("CapsuleShape3D_r38x6")
[node name="CameraMount" type="Node3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6036, 2.18128)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6036, -0.127098)
[node name="Camera3D" type="Camera3D" parent="CameraMount"]
[node name="BulletStartingPoint" type="Node3D" parent="CameraMount"]
[node name="CSGBox3D" type="CSGBox3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
transform = Transform3D(-1, 0, 8.74228e-08, 0, 1, 0, -8.74228e-08, 0, -1, 0, 0, 0)