WIP: Migrating to node3ds

This commit is contained in:
Nikolai Rodionov 2025-02-09 23:15:39 +01:00
parent 1b7c77a05b
commit 9991b3891f
Signed by: allanger
GPG Key ID: 09F8B434D0FDD99B

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@ -4,47 +4,47 @@ class_name CharacterWrapper
@export var die_script: GDScript = null
@export var owner_placeholder: CharacterBody3D = null
@export var interpolation_speed: float = 50.0 # How quickly the model corrects position
@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
@export var snap_threshold: float = 2.0 # If desync is larger than this, snap instantly
var position_buffer = [] # Stores past positions (tuples of (timestamp, position))
var previous_position: Vector3 = Vector3.ZERO
var pseudo_velocity: Vector3 = Vector3.ZERO # Approximate velocity without CharacterBody3D
var previous_server_pos: Vector3 = Vector3.ZERO
func _process(delta):
# Record the latest server position with timestamp
func _physics_process(delta: float) -> void:
var server_pos = owner_placeholder.global_transform.origin
global_rotation = owner_placeholder.global_rotation
# -- This code is 100% generated by chatGPT and I can't understand it fully yet
var position_difference := global_position - owner_placeholder.global_position
if is_vector_a_lower_than_b(position_difference, Vector3(0.5, 0.5, 0.5)) and \
is_vector_a_lower_than_b(Vector3(-0.5, -0.5, -0.5), position_difference):
var server_pos = owner_placeholder.global_transform.origin
pseudo_velocity = (server_pos - previous_position) / delta
previous_position = server_pos # Store for next frame
position_buffer.append([Time.get_ticks_msec() / 1000.0, server_pos])
while position_buffer.size() > 2 and position_buffer[1][0] < (Time.get_ticks_msec() / 1000.0) - interpolation_delay:
position_buffer.pop_front()
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]
# Calculate pseudo velocity (difference per second)
pseudo_velocity = (server_pos - previous_position) / delta
previous_position = server_pos # Store for next frame
var alpha = (t_now - prev_point[0]) / (next_point[0] - prev_point[0])
alpha = clamp(alpha, 0.0, 1.0)
global_transform.origin = prev_point[1].lerp(next_point[1], alpha)
else:
global_position = owner_placeholder.global_position
# Store position in buffer
position_buffer.append([Time.get_ticks_msec() / 1000.0, server_pos])
# 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()
# Get current client position
var client_pos = global_transform.origin
# Check if the client is too far from the server
if client_pos.distance_to(server_pos) > snap_threshold:
global_transform.origin = server_pos # Instantly move to the correct position
position_buffer.clear() # Reset buffer to prevent interpolation from old positions
return # Skip interpolation this frame to avoid weird blending
# 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]
var alpha = (t_now - prev_point[0]) / (next_point[0] - prev_point[0])
alpha = clamp(alpha, 0.0, 1.0)
global_transform.origin = prev_point[1].lerp(next_point[1], alpha)
func _ready() -> void:
set_multiplayer_authority(multiplayer.get_unique_id())
global_position = owner_placeholder.global_position