From fb05bc4dd1227c1d5b5cd2153db9a91e733a09a8 Mon Sep 17 00:00:00 2001 From: Nikolai Rodionov Date: Sun, 9 Feb 2025 22:21:42 +0100 Subject: [PATCH] WIP: Some updates --- godot/scenes/characters/character_wrapper.gd | 24 ++++++++++++++++---- godot/scenes/player/server_node.tscn | 3 --- 2 files changed, 20 insertions(+), 7 deletions(-) diff --git a/godot/scenes/characters/character_wrapper.gd b/godot/scenes/characters/character_wrapper.gd index 8d74c96..8451cbf 100644 --- a/godot/scenes/characters/character_wrapper.gd +++ b/godot/scenes/characters/character_wrapper.gd @@ -6,7 +6,9 @@ class_name CharacterWrapper @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 +var previous_server_pos: Vector3 = Vector3.ZERO # Called when the node enters the scene tree for the first time. func _ready() -> void: set_multiplayer_authority(multiplayer.get_unique_id()) @@ -18,12 +20,26 @@ func _physics_process(delta: float) -> void: #global_position = owner_placeholder.global_position var server_pos = owner_placeholder.global_transform.origin - var server_velocity = (server_pos - owner_placeholder.global_transform.origin) / delta - - velocity = owner_placeholder.velocity - global_transform.origin = global_transform.origin.lerp(server_pos, interpolation_speed * delta) + 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 diff --git a/godot/scenes/player/server_node.tscn b/godot/scenes/player/server_node.tscn index fe6cff7..a5a7afa 100644 --- a/godot/scenes/player/server_node.tscn +++ b/godot/scenes/player/server_node.tscn @@ -22,9 +22,6 @@ script = ExtResource("1_bau14") [node name="SharedNode" parent="." instance=ExtResource("1_ybp5y")] -[node name="CSGBox3D" type="CSGBox3D" parent="SharedNode"] -transform = Transform3D(0.190118, 0, 0, 0, 0.190118, 0, 0, 0, 0.190118, 0, 1.62415, -2.41805) - [node name="MainSynchronizer" type="MultiplayerSynchronizer" parent="."] replication_config = SubResource("SceneReplicationConfig_2dhi2") visibility_update_mode = 1