- Add rust bindings for the server player controller - Implement reconciliation loop for checking the player state - Place spawners on the test map - Add Containerfile and helm chart
This commit is contained in:
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rust/Cargo.toml
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rust/Cargo.toml
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crate-type = ["cdylib"]
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rust/src/lib.rs
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use godot::prelude::*;
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struct MyExtension;
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mod player;
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#[gdextension]
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unsafe impl ExtensionLibrary for MyExtension {}
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rust/src/player/client_node.rs
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rust/src/player/client_node.rs
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rust/src/player/mod.rs
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mod client_node;
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mod server_node;
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rust/src/player/server_node.rs
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rust/src/player/server_node.rs
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use godot::classes::{CharacterBody3D, ICharacterBody3D};
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use godot::obj::WithBaseField;
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use godot::prelude::*;
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#[derive(GodotClass)]
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#[class(base=CharacterBody3D)]
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struct PlayerServerNode {
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base: Base<CharacterBody3D>,
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jumping: bool,
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input_direction: Vector2,
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input_rotation: Vector3,
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}
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const JUMP_VELOCITY: f32 = 4.5;
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const SPEED: f32 = 5.0;
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#[godot_api]
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impl ICharacterBody3D for PlayerServerNode {
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fn init(base: Base<CharacterBody3D>) -> Self {
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Self {
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base,
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jumping: false,
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input_direction: Vector2::new(0.0, 0.0),
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input_rotation: Vector3::new(0.0, 0.0, 0.0),
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}
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}
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fn ready(&mut self) {}
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fn physics_process(&mut self, delta: f64) {
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if !self.base().is_on_floor() {
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let new_gravity = self.base().get_gravity() * delta as f32;
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let new_velocity = self.base().get_velocity() + new_gravity;
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self.base_mut().set_velocity(new_velocity);
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}
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if self.base().is_on_floor() && self.jumping {
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let mut new_velocity = self.base().get_velocity();
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new_velocity.y = JUMP_VELOCITY;
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self.base_mut().set_velocity(new_velocity);
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}
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self.jumping = false;
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if self.base().is_on_floor() {
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let direction = self.base().get_transform().basis
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* Vector3::new(self.input_direction.x, 0.0, self.input_direction.y);
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if direction.length() > 0.0 {
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let direction = direction.normalized();
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let new_velocity = Vector3::new(
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direction.x * SPEED,
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self.base().get_velocity().y,
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direction.z * SPEED,
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);
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self.base_mut().set_velocity(new_velocity);
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} else {
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let moved = self
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.base()
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.get_velocity()
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.clone()
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.move_toward(Vector3::new(0.0, 0.0, 0.0), SPEED);
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let new_velocity = Vector3::new(moved.x, self.base().get_velocity().y, moved.z);
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self.base_mut().set_velocity(new_velocity);
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}
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}
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self.base_mut().move_and_slide();
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}
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}
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#[godot_api]
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impl PlayerServerNode {
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#[rpc(any_peer, call_local, unreliable_ordered)]
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fn jump(&mut self) {
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self.jumping = true
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}
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#[rpc(any_peer, call_local, unreliable_ordered)]
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fn set_input_direction(&mut self, new_input_direction: Vector2) {
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self.input_direction = new_input_direction;
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}
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#[rpc(any_peer, call_local, unreliable_ordered)]
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fn set_rotation_x(&mut self, x: f32) {
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let mut new_rotation = self.base().get_rotation();
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new_rotation.x = x;
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self.base_mut().set_rotation(new_rotation);
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}
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#[rpc(any_peer, call_local, unreliable_ordered)]
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fn set_rotation_y(&mut self, y: f32) {
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let mut new_rotation = self.base().get_rotation();
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new_rotation.y = y;
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self.base_mut().set_rotation(new_rotation);
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}
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}
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