Trying to make sync work

This commit is contained in:
Nikolai Rodionov
2025-02-06 13:42:14 +01:00
committed by Nikolai Rodionov
parent 8f61ab6c6b
commit cc709975ba
80 changed files with 8991 additions and 260 deletions

View File

@ -6,6 +6,7 @@
script = ExtResource("1_ohxtg")
[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
_spawnable_scenes = PackedStringArray("res://scenes/weapon/bullet.tscn")
spawn_path = NodePath("../Bullets")
[node name="Bullets" type="Node3D" parent="."]

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@ -27,6 +27,7 @@ func _ready() -> void:
client_node = Node3D.new()
client_node.name = "ClientNode"
add_child(client_node)
# add objects spawner
if not OS.has_feature("dedicated_server"):
_request_spawn.rpc_id(1)
@ -45,21 +46,30 @@ func _process(delta: float) -> void:
func _request_spawn():
var id: int = multiplayer.get_remote_sender_id()
_spawn_player(id)
_spawn_player_controller_node.rpc_id(id)
func _spawn_player(id: int):
player_spawner.spawn_players(spawn_locations, id)
if multiplayer.is_server():
player_spawner.spawn_players(spawn_locations, id)
var controlled_node: ServerNode = player_spawner.get_player_node(id)
var position := controlled_node.shared_node.global_position
_spawn_player_controller_node.rpc_id(id, position.x, position.y, position.z)
@rpc("call_local", "reliable", "any_peer")
func _spawn_player_controller_node():
var path := "res://scenes/player/player_input.tscn"
@rpc("any_peer", "call_local", "reliable")
func _spawn_player_controller_node(x: float, y: float, z: float):
var path := "res://scenes/player/player_node.tscn"
var scene: PackedScene = ResourceLoader.load(path)
var controller_scene: PlayerPlaceholder = player_spawner.get_player_node(multiplayer.get_unique_id())
var player_node: PlayerInputController = scene.instantiate()
player_node.controlled_node = controller_scene
var player_node: PlayerNode = scene.instantiate()
player_node.name = "PlayerController"
var controlled_node: ServerNode = player_spawner.get_player_node(multiplayer.get_unique_id())
player_node.controlled_node = controlled_node
client_node.add_child(player_node)
player_node.shared_node.global_position = Vector3(x,y,z)
controlled_node.bind_player_node()
func spawn_player_model(owner_node: CharacterBody3D, owner_id: int):
if multiplayer.get_unique_id() != owner_id:
player_spawner.spawn_player_model(owner_node)
func _remove_player(id: int):
player_spawner.remove_player(id)

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@ -1,26 +1,40 @@
class_name PlayerSpawnerController extends Node3D
class_name PlayerSpawnerController
extends Node3D
func _get_spawner() -> MultiplayerSpawner:
return $MultiplayerSpawner
return $PlayersSpawner
func _get_root() -> Node3D:
return $Players
func _get_model_spawner() -> MultiplayerSpawner:
return $ModelSpawner
func _get_model_root() -> Node3D:
return $Models
# -- Spawn a player node and sync it across all peers
func spawn_players(spawn_location: SpawnController, id: int) -> Error:
if multiplayer.is_server():
var char : PlayerPlaceholder = null
var char : ServerNode = null
var player_data: PlayerData = GameServerAutoload.players[id]
char = ResourceLoader.load("res://scenes/player/placeholder.tscn").instantiate()
char = ResourceLoader.load("res://scenes/player/server_node.tscn").instantiate()
char.name = "PlayerPlaceholder_" + str(player_data.id)
var new_position: Vector3 = spawn_location.get_spawner(SpawnController.Sides.BLUE)
char.global_position = new_position
char.owner_id = id
_get_root().add_child(char)
char.shared_node.global_position = new_position
return OK
return ERR_UNAUTHORIZED
func spawn_player_model(owner_node: CharacterBody3D):
var model_scene: PackedScene = ResourceLoader.load("res://scenes/characters/y-bot/character.tscn")
var model: CharacterWrapper = model_scene.instantiate()
model.global_position = owner_node.global_position
model.owner_placeholder = owner_node
_get_model_root().add_child(model)
func remove_player(id: int) -> Error:
if multiplayer.is_server():
var found_childen: Array[Node] =_get_root().get_children()
@ -31,8 +45,8 @@ func remove_player(id: int) -> Error:
return OK
return ERR_UNAUTHORIZED
func get_player_node(id: int) -> PlayerPlaceholder:
var nodes: Array[Node] = _get_root().get_children().filter(func(x: PlayerPlaceholder): return x.owner_id == id)
func get_player_node(id: int) -> ServerNode:
var nodes: Array[Node] = _get_root().get_children().filter(func(x: ServerNode): return x.owner_id == id)
if nodes.size() > 0:
return nodes[0]
return null

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@ -5,9 +5,15 @@
[node name="PlayerSpawner" type="Node3D"]
script = ExtResource("1_2hsyd")
[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
_spawnable_scenes = PackedStringArray("res://scenes/player/placeholder.tscn")
[node name="PlayersSpawner" type="MultiplayerSpawner" parent="."]
_spawnable_scenes = PackedStringArray("res://scenes/player/server_node.tscn", "res://scenes/characters/y-bot/character.tscn")
spawn_path = NodePath("../Players")
spawn_limit = 100
[node name="Players" type="Node3D" parent="."]
[node name="Models" type="Node3D" parent="."]
[node name="ModelSpawner" type="MultiplayerSpawner" parent="."]
_spawnable_scenes = PackedStringArray("res://scenes/characters/y-bot/character.tscn")
spawn_path = NodePath("../Models")

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@ -0,0 +1,11 @@
extends Node
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass

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@ -0,0 +1,8 @@
[gd_scene load_steps=2 format=3 uid="uid://bbqh8e8t0rvwj"]
[ext_resource type="Script" path="res://scenes/maps/base/player_synchronizer/player_synchronizer.gd" id="1_cam4s"]
[node name="PlayerSynchronizer" type="Node"]
script = ExtResource("1_cam4s")
[node name="Timer" type="Timer" parent="."]