extends CharacterBody3D 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 var previous_server_pos: Vector3 = Vector3.ZERO var position_buffer = [] # Stores past positions (tuples of (timestamp, position)) func _process(delta): # Record the latest server position with timestamp position_buffer.append([Time.get_ticks_msec() / 1000.0, owner_placeholder.global_transform.origin]) # 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() # 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] # Find the interpolation factor (how far we are between these two points) var alpha = (t_now - prev_point[0]) / (next_point[0] - prev_point[0]) alpha = clamp(alpha, 0.0, 1.0) # Prevent weird values # Lerp between the two closest timestamps global_transform.origin = prev_point[1].lerp(next_point[1], alpha) # Called when the node enters the scene tree for the first time. func _ready() -> void: set_multiplayer_authority(multiplayer.get_unique_id()) global_position = owner_placeholder.global_position #func _physics_process(delta: float) -> void: ##if not is_on_floor(): ##velocity += get_gravity() * delta ##global_position = owner_placeholder.global_position # #var server_pos = owner_placeholder.global_transform.origin #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 # it depends on func set_owner_placeholder(owner_placeholder: Node3D): owner_placeholder = owner_placeholder func die(): push_warning("TODO: Implement ragdoll kind of dying and respawn character as an object") queue_free() func _on_area_body_part_hit(damage: int) -> void: # The owner node should be aware of how to take damage, so we need to # pass the value. if owner_placeholder: if owner_placeholder.has_method("take_damage"): owner_placeholder.take_damage(damage) else: push_warning("Node doesn't know how to take the damage")