extends CharacterBody3D class_name CharacterWrapper @export var die_script: GDScript = null @export var owner_placeholder: CharacterBody3D = null @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 func _physics_process(delta: float) -> void: var server_pos = owner_placeholder.global_transform.origin # Calculate pseudo velocity (difference per second) pseudo_velocity = (server_pos - previous_position) / delta previous_position = server_pos # Store for next frame # 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 #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") 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