WIP: Better player input system
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106
scenes/player/placeholder.gd
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106
scenes/player/placeholder.gd
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extends Node3D
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@export var owner_id: int = 0
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@export var initial_position: Vector3 = Vector3(0, 0, 0)
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# -- Components
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@onready var client_node: CharacterBody3D = $PlayerControlledNode
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@onready var server_node: CharacterBody3D = $ServerControlledNode
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@export var character_speed: int = 5
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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set_multiplayer_authority(1)
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client_node.set_multiplayer_authority(owner_id)
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$PlayerControlledNode/CameraMount.set_multiplayer_authority(owner_id)
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switch_players_camera.rpc_id(owner_id)
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client_node.global_position = server_node.global_position
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client_node.rotation.y = server_node.rotation.y
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client_node.rotation.x = server_node.rotation.x
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if multiplayer.is_server():
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$Timer.start()
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if owner_id != multiplayer.get_unique_id():
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client_node.queue_free()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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#if desired_player_state.globa_position != real_player_state.globa_position:
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#desired_player_state.globa_position = real_player_state.globa_position
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pass
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func _physics_process(delta: float) -> void:
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pass
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@rpc("authority", "call_local", "reliable")
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func switch_players_camera():
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$PlayerControlledNode/CameraMount/Camera3D.make_current()
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func set_server_position(position: Vector3):
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initial_position = position
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func _on_Timer_timeout():
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$Timer.start()
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func _on_timer_timeout() -> void:
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if multiplayer.is_server():
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verify_position.rpc_id(owner_id)
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verify_rotation.rpc_id(owner_id)
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$Timer.start()
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pass # Replace with function body.
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@rpc("authority", "call_local")
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func verify_position():
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var desired_position: Vector3 = client_node.global_position
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send_position.rpc_id(1, desired_position.x, desired_position.y, desired_position.z)
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@rpc("any_peer", "call_local")
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func send_position(x: float, y: float, z: float):
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var desired_position: Vector3 = Vector3(x, y, z)
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if multiplayer.is_server():
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var real_position: Vector3 = server_node.global_position
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var difference: Vector3 = desired_position - real_position
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if is_vector_a_lower_than_b(difference, Vector3(0.1, 0.1, 0.1)):
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print("trustin")
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server_node.global_position = desired_position
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else:
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print("not trustin")
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adjust_position.rpc_id(owner_id, real_position.x, real_position.y, real_position.z)
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@rpc("authority", "call_local")
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func adjust_position(x: float, y: float, z: float):
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var desired_position: Vector3 = Vector3(x, y, z)
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if owner_id == multiplayer.get_unique_id():
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push_warning("player position is not valid, adjusting")
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client_node.global_position = desired_position
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@rpc("authority", "call_local")
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func verify_rotation():
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var desired_rotation: Vector3 = client_node.rotation
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send_rotation.rpc_id(1, desired_rotation.x, desired_rotation.y, desired_rotation.z)
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@rpc("any_peer", "call_local")
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func send_rotation(x: float, y: float, z: float):
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var desired_rotation: Vector3 = Vector3(x, y, z)
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if multiplayer.is_server():
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var real_rotation: Vector3 = server_node.rotation
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var difference: Vector3 = desired_rotation - real_rotation
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if is_vector_a_lower_than_b(difference, Vector3(0.1, 0.1, 0.1)):
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server_node.rotation = desired_rotation
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else:
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adjust_rotation.rpc_id(owner_id, real_rotation.x, real_rotation.y, real_rotation.z)
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@rpc("any_peer", "call_local")
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func adjust_rotation(x: float, y: float, z: float):
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var desired_rotation: Vector3 = Vector3(x, y, z)
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if owner_id == multiplayer.get_unique_id():
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push_warning("player rotation is not valid, adjusting")
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client_node.rotation = desired_rotation
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func is_vector_a_lower_than_b(vec_a: Vector3, vec_b: Vector3) -> bool:
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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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60
scenes/player/placeholder.tscn
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60
scenes/player/placeholder.tscn
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[gd_scene load_steps=6 format=3 uid="uid://bmm3brgvr4d86"]
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[ext_resource type="Script" path="res://scenes/player/player_input_controller.gd" id="1_m6tul"]
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[ext_resource type="Script" path="res://scenes/player/placeholder.gd" id="1_ts455"]
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[ext_resource type="Script" path="res://scenes/player/server_player_controller.gd" id="3_f1bhn"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_taqso"]
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radius = 0.4
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height = 1.6
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_7vlrn"]
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properties/0/path = NodePath("ServerControlledNode:position")
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properties/0/spawn = true
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properties/0/replication_mode = 1
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properties/1/path = NodePath(".:owner_id")
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properties/1/spawn = true
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properties/1/replication_mode = 2
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properties/2/path = NodePath("ServerControlledNode:rotation")
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properties/2/spawn = true
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properties/2/replication_mode = 1
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properties/3/path = NodePath(".:initial_position")
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properties/3/spawn = true
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properties/3/replication_mode = 2
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[node name="Placeholder" type="Node3D"]
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script = ExtResource("1_ts455")
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[node name="PlayerControlledNode" type="CharacterBody3D" parent="."]
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collision_layer = 2
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script = ExtResource("1_m6tul")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="PlayerControlledNode"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.786919, 0)
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shape = SubResource("CapsuleShape3D_taqso")
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[node name="CameraMount" type="Node3D" parent="PlayerControlledNode"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.29568, -0.240438)
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[node name="Camera3D" type="Camera3D" parent="PlayerControlledNode/CameraMount"]
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[node name="Node3D" type="Node3D" parent="PlayerControlledNode"]
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[node name="ServerControlledNode" type="CharacterBody3D" parent="."]
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collision_layer = 4
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script = ExtResource("3_f1bhn")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="ServerControlledNode"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.786919, 0)
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shape = SubResource("CapsuleShape3D_taqso")
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[node name="CSGBox3D" type="CSGBox3D" parent="ServerControlledNode"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.91303, 0)
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
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replication_config = SubResource("SceneReplicationConfig_7vlrn")
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[node name="Timer" type="Timer" parent="."]
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wait_time = 0.1
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[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]
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69
scenes/player/player_input_controller.gd
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69
scenes/player/player_input_controller.gd
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# ---------------------------------------------------------------------
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# ---------------------------------------------------------------------
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# This script is supposed to control the node that is rendered on the
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# client side, and send the changes to the server node
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# ---------------------------------------------------------------------
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extends CharacterBody3D
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@export var jumping := false
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@export var input_direction := Vector2()
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@onready var camera_mount = $CameraMount
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@onready var camera = $CameraMount/Camera3D
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@onready var placeholder: Node3D = $'..'
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var paused := false
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#func _ready() -> void:
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var look_dir: Vector2
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func _ready() -> void:
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global_position = $"..".initial_position
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func _input(event):
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if multiplayer.get_unique_id() == get_multiplayer_authority():
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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look_dir = event.relative * 1
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rotation.y -= look_dir.x * camera_sens * 1.0
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camera_mount.rotation.x = clamp(camera_mount.rotation.x - look_dir.y * camera_sens * 1.0, -1.5, 1.5)
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server_node.set_rotation_y.rpc_id(1, rotation.y)
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server_node.set_rotation_x.rpc_id(1, rotation.x)
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@onready var server_node: ServerControlledPlayer = $"../ServerControlledNode"
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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if multiplayer.get_unique_id() == get_multiplayer_authority():
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if !paused:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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server_node.set_input_direction.rpc_id(1, input_direction)
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input_direction = Input.get_vector("move_left", "move_right", "move_forward", "move_backwards")
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if Input.is_action_just_pressed("jump"):
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jump.rpc_id(1)
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func _physics_process(delta: float) -> void:
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if not is_on_floor():
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velocity += get_gravity() * delta
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if multiplayer.get_unique_id() == get_multiplayer_authority():
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var direction := (transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized()
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if is_on_floor():
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if direction:
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velocity.x = direction.x * placeholder.character_speed
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velocity.z = direction.z * placeholder.character_speed
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else:
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velocity.x = move_toward(velocity.x, 0, placeholder.character_speed)
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velocity.z = move_toward(velocity.z, 0, placeholder.character_speed)
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move_and_slide()
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var camera_sens: float = 0.002
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@rpc("authority", "reliable")
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func set_current_rotation(rotation: Vector3):
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rotation = rotation
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@rpc("any_peer", "reliable")
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func set_current_position(x: float, y: float, z: float):
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global_position = Vector3(x, y ,z)
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@rpc("any_peer", "call_local", "reliable")
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func jump():
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jumping = true
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37
scenes/player/server_player_controller.gd
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37
scenes/player/server_player_controller.gd
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class_name ServerControlledPlayer
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extends CharacterBody3D
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func _ready() -> void:
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global_position = $"..".initial_position
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@export_category("ServerControlledPlayer")
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@onready var placeholder: Node3D = $'..'
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var input_direction := Vector2()
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var input_rotation_y
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@rpc("call_local", "any_peer", "unreliable_ordered")
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func set_input_direction(new_input_direction: Vector2):
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input_direction = new_input_direction
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@rpc("call_local", "any_peer", "unreliable_ordered")
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func set_rotation_y(new_rotation_y: float):
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rotation.y = new_rotation_y
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@rpc("call_local", "any_peer", "unreliable_ordered")
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func set_rotation_x(new_rotation_x: float):
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$"..".rotation.x = new_rotation_x
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func _physics_process(delta: float) -> void:
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if not is_on_floor():
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velocity += get_gravity() * delta
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var direction := (transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized()
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#if is_on_floor():
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if direction:
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velocity.x = direction.x * placeholder.character_speed
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velocity.z = direction.z * placeholder.character_speed
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else:
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velocity.x = move_toward(velocity.x, 0, placeholder.character_speed)
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velocity.z = move_toward(velocity.z, 0, placeholder.character_speed)
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move_and_slide()
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