WIP: Better player input system

This commit is contained in:
2025-01-29 22:59:36 +01:00
parent d024f217d0
commit 67e81abad9
19 changed files with 391 additions and 63 deletions

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extends Node3D
@export var owner_id: int = 0
@export var initial_position: Vector3 = Vector3(0, 0, 0)
# -- Components
@onready var client_node: CharacterBody3D = $PlayerControlledNode
@onready var server_node: CharacterBody3D = $ServerControlledNode
@export var character_speed: int = 5
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
set_multiplayer_authority(1)
client_node.set_multiplayer_authority(owner_id)
$PlayerControlledNode/CameraMount.set_multiplayer_authority(owner_id)
switch_players_camera.rpc_id(owner_id)
client_node.global_position = server_node.global_position
client_node.rotation.y = server_node.rotation.y
client_node.rotation.x = server_node.rotation.x
if multiplayer.is_server():
$Timer.start()
if owner_id != multiplayer.get_unique_id():
client_node.queue_free()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
#if desired_player_state.globa_position != real_player_state.globa_position:
#desired_player_state.globa_position = real_player_state.globa_position
pass
func _physics_process(delta: float) -> void:
pass
@rpc("authority", "call_local", "reliable")
func switch_players_camera():
$PlayerControlledNode/CameraMount/Camera3D.make_current()
func set_server_position(position: Vector3):
initial_position = position
func _on_Timer_timeout():
$Timer.start()
func _on_timer_timeout() -> void:
if multiplayer.is_server():
verify_position.rpc_id(owner_id)
verify_rotation.rpc_id(owner_id)
$Timer.start()
pass # Replace with function body.
@rpc("authority", "call_local")
func verify_position():
var desired_position: Vector3 = client_node.global_position
send_position.rpc_id(1, desired_position.x, desired_position.y, desired_position.z)
@rpc("any_peer", "call_local")
func send_position(x: float, y: float, z: float):
var desired_position: Vector3 = Vector3(x, y, z)
if multiplayer.is_server():
var real_position: Vector3 = server_node.global_position
var difference: Vector3 = desired_position - real_position
if is_vector_a_lower_than_b(difference, Vector3(0.1, 0.1, 0.1)):
print("trustin")
server_node.global_position = desired_position
else:
print("not trustin")
adjust_position.rpc_id(owner_id, real_position.x, real_position.y, real_position.z)
@rpc("authority", "call_local")
func adjust_position(x: float, y: float, z: float):
var desired_position: Vector3 = Vector3(x, y, z)
if owner_id == multiplayer.get_unique_id():
push_warning("player position is not valid, adjusting")
client_node.global_position = desired_position
@rpc("authority", "call_local")
func verify_rotation():
var desired_rotation: Vector3 = client_node.rotation
send_rotation.rpc_id(1, desired_rotation.x, desired_rotation.y, desired_rotation.z)
@rpc("any_peer", "call_local")
func send_rotation(x: float, y: float, z: float):
var desired_rotation: Vector3 = Vector3(x, y, z)
if multiplayer.is_server():
var real_rotation: Vector3 = server_node.rotation
var difference: Vector3 = desired_rotation - real_rotation
if is_vector_a_lower_than_b(difference, Vector3(0.1, 0.1, 0.1)):
server_node.rotation = desired_rotation
else:
adjust_rotation.rpc_id(owner_id, real_rotation.x, real_rotation.y, real_rotation.z)
@rpc("any_peer", "call_local")
func adjust_rotation(x: float, y: float, z: float):
var desired_rotation: Vector3 = Vector3(x, y, z)
if owner_id == multiplayer.get_unique_id():
push_warning("player rotation is not valid, adjusting")
client_node.rotation = desired_rotation
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

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[gd_scene load_steps=6 format=3 uid="uid://bmm3brgvr4d86"]
[ext_resource type="Script" path="res://scenes/player/player_input_controller.gd" id="1_m6tul"]
[ext_resource type="Script" path="res://scenes/player/placeholder.gd" id="1_ts455"]
[ext_resource type="Script" path="res://scenes/player/server_player_controller.gd" id="3_f1bhn"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_taqso"]
radius = 0.4
height = 1.6
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_7vlrn"]
properties/0/path = NodePath("ServerControlledNode:position")
properties/0/spawn = true
properties/0/replication_mode = 1
properties/1/path = NodePath(".:owner_id")
properties/1/spawn = true
properties/1/replication_mode = 2
properties/2/path = NodePath("ServerControlledNode:rotation")
properties/2/spawn = true
properties/2/replication_mode = 1
properties/3/path = NodePath(".:initial_position")
properties/3/spawn = true
properties/3/replication_mode = 2
[node name="Placeholder" type="Node3D"]
script = ExtResource("1_ts455")
[node name="PlayerControlledNode" type="CharacterBody3D" parent="."]
collision_layer = 2
script = ExtResource("1_m6tul")
[node name="CollisionShape3D" type="CollisionShape3D" parent="PlayerControlledNode"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.786919, 0)
shape = SubResource("CapsuleShape3D_taqso")
[node name="CameraMount" type="Node3D" parent="PlayerControlledNode"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.29568, -0.240438)
[node name="Camera3D" type="Camera3D" parent="PlayerControlledNode/CameraMount"]
[node name="Node3D" type="Node3D" parent="PlayerControlledNode"]
[node name="ServerControlledNode" type="CharacterBody3D" parent="."]
collision_layer = 4
script = ExtResource("3_f1bhn")
[node name="CollisionShape3D" type="CollisionShape3D" parent="ServerControlledNode"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.786919, 0)
shape = SubResource("CapsuleShape3D_taqso")
[node name="CSGBox3D" type="CSGBox3D" parent="ServerControlledNode"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.91303, 0)
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
replication_config = SubResource("SceneReplicationConfig_7vlrn")
[node name="Timer" type="Timer" parent="."]
wait_time = 0.1
[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]

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# ---------------------------------------------------------------------
# ---------------------------------------------------------------------
# This script is supposed to control the node that is rendered on the
# client side, and send the changes to the server node
# ---------------------------------------------------------------------
extends CharacterBody3D
@export var jumping := false
@export var input_direction := Vector2()
@onready var camera_mount = $CameraMount
@onready var camera = $CameraMount/Camera3D
@onready var placeholder: Node3D = $'..'
var paused := false
#func _ready() -> void:
var look_dir: Vector2
func _ready() -> void:
global_position = $"..".initial_position
func _input(event):
if multiplayer.get_unique_id() == get_multiplayer_authority():
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
look_dir = event.relative * 1
rotation.y -= look_dir.x * camera_sens * 1.0
camera_mount.rotation.x = clamp(camera_mount.rotation.x - look_dir.y * camera_sens * 1.0, -1.5, 1.5)
server_node.set_rotation_y.rpc_id(1, rotation.y)
server_node.set_rotation_x.rpc_id(1, rotation.x)
@onready var server_node: ServerControlledPlayer = $"../ServerControlledNode"
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
if multiplayer.get_unique_id() == get_multiplayer_authority():
if !paused:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
server_node.set_input_direction.rpc_id(1, input_direction)
input_direction = Input.get_vector("move_left", "move_right", "move_forward", "move_backwards")
if Input.is_action_just_pressed("jump"):
jump.rpc_id(1)
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity += get_gravity() * delta
if multiplayer.get_unique_id() == get_multiplayer_authority():
var direction := (transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized()
if is_on_floor():
if direction:
velocity.x = direction.x * placeholder.character_speed
velocity.z = direction.z * placeholder.character_speed
else:
velocity.x = move_toward(velocity.x, 0, placeholder.character_speed)
velocity.z = move_toward(velocity.z, 0, placeholder.character_speed)
move_and_slide()
var camera_sens: float = 0.002
@rpc("authority", "reliable")
func set_current_rotation(rotation: Vector3):
rotation = rotation
@rpc("any_peer", "reliable")
func set_current_position(x: float, y: float, z: float):
global_position = Vector3(x, y ,z)
@rpc("any_peer", "call_local", "reliable")
func jump():
jumping = true

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class_name ServerControlledPlayer
extends CharacterBody3D
func _ready() -> void:
global_position = $"..".initial_position
@export_category("ServerControlledPlayer")
@onready var placeholder: Node3D = $'..'
var input_direction := Vector2()
var input_rotation_y
@rpc("call_local", "any_peer", "unreliable_ordered")
func set_input_direction(new_input_direction: Vector2):
input_direction = new_input_direction
@rpc("call_local", "any_peer", "unreliable_ordered")
func set_rotation_y(new_rotation_y: float):
rotation.y = new_rotation_y
@rpc("call_local", "any_peer", "unreliable_ordered")
func set_rotation_x(new_rotation_x: float):
$"..".rotation.x = new_rotation_x
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity += get_gravity() * delta
var direction := (transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized()
#if is_on_floor():
if direction:
velocity.x = direction.x * placeholder.character_speed
velocity.z = direction.z * placeholder.character_speed
else:
velocity.x = move_toward(velocity.x, 0, placeholder.character_speed)
velocity.z = move_toward(velocity.z, 0, placeholder.character_speed)
move_and_slide()