Move the real player authority to server
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- 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:
2025-01-29 12:25:26 +01:00
parent 523900cc82
commit dfe888a918
94 changed files with 3002 additions and 144 deletions

View File

@ -39,7 +39,6 @@ func _ready() -> void:
add_child(dummy)
enable_camera()
capture_mouse()
#print("I am " + str(multiplayer.get_unique_id()) + "I'm controling " + str($"../MultiplayerSynchronizer".get_multiplayer_authority()))
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion:

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@ -16,20 +16,31 @@ func _on_connected_ok():
@rpc("any_peer", "reliable", "call_remote")
func register_player(id: int, name: String):
var player_state := PlayerState.new()
player_state.id = id
player_state.name = name
players[multiplayer.get_remote_sender_id()] = player_state
if multiplayer.is_server():
var player_state := PlayerState.new()
player_state.id = id
player_state.name = name
players[multiplayer.get_remote_sender_id()] = player_state
@rpc("any_peer", "reliable", "call_local")
func remove_player(id: int):
if multiplayer.is_server():
if players.has(id):
players.erase(id)
func _on_player_disconnected(id):
remove_player.rpc_id(1, id)
func _on_player_connected(id):
pass
#if multiplayer.is_server():
#GameServerManager.load_map.rpc_id(id, GameServerManager.current_map)
if multiplayer.is_server():
print("Player is connected with id: " + str(id))
func _ready() -> void:
multiplayer.peer_connected.connect(_on_player_connected)
multiplayer.peer_disconnected.connect(_on_player_disconnected)
multiplayer.connected_to_server.connect(_on_connected_ok)
print("started")
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
@ -42,10 +53,10 @@ func set_map(name: String):
func create_server(player_data: PlayerManager) -> Error:
var peer = ENetMultiplayerPeer.new()
var err = peer.create_server(27015, 30)
multiplayer.multiplayer_peer = peer
if err:
return err
multiplayer.multiplayer_peer = peer
if DisplayServer.get_name() != "headless":
if not OS.has_feature("dedicated_server"):
var player_state := PlayerState.new()
player_state.id = 1
player_state.name = player_data.name
@ -54,7 +65,8 @@ func create_server(player_data: PlayerManager) -> Error:
func join_server(player_data: PlayerManager, ip: String, port: int) -> Error:
var peer = ENetMultiplayerPeer.new()
var err = peer.create_client("127.0.0.1", 27015)
print("trying to connect to: " + ip + ":" + str(port))
var err = peer.create_client(ip, port)
if err != OK:
return err
player_state_global.id = multiplayer.get_remote_sender_id()

View File

@ -22,14 +22,17 @@ var model: Node3D = null
# -- This node is supposed to be spawned per player, and since each
# -- player has an id, it is used for giving a node a name. So we can
# -- use it here to tell a controlled node from the rest models
@onready var owner_id: int = str($".".name).to_int()
@onready var owner_id_detected: int = str($".".name).to_int()
@export var owner_id: int = 0
var multiplayer_id: int = 0
# -- Character state
var alive: bool = true
func _ready() -> void:
player_synchronizer.set_multiplayer_authority(owner_id)
owner_id = owner_id_detected
$PlayerInput.set_multiplayer_authority(owner_id)
player_synchronizer.set_multiplayer_authority(1)
multiplayer_id = multiplayer.get_unique_id()
# -- Separate logic for player and other models that are controlled
# -- by other players on the server
@ -39,19 +42,19 @@ func _ready() -> void:
if _is_current_player():
var err := _add_first_view_model()
if err != OK:
print("Error occured: " + str(err))
push_error("Error occured: " + str(err))
err = _add_legs_to_first_view()
if err != OK:
print("Error occured: " + str(err))
push_error("Error occured: " + str(err))
var world_model := _add_world_model()
if world_model == null:
print("Error occured: " + "couldn't load the world model")
push_error("Error occured: " + "couldn't load the world model")
_enable_camera()
else:
var world_model := _add_world_model()
if world_model == null:
print("Error occured: " + "couldn't load the world model")
push_error("Error occured: " + "couldn't load the world model")
_hide_camera_mount()
_capture_mouse()
@ -182,10 +185,17 @@ func _unhandled_input(event: InputEvent) -> void:
#if Input.is_action_just_pressed("reload"): $Body/UpperTorso/CameraMount/Camera.reload()
func _rotate_camera(sens_mod: float = 1.0) -> void:
pass
#if str($"..".name).to_int() == multiplayer.get_unique_id():
rotation.y -= look_dir.x * camera_sens * sens_mod
first_view_camera_mount.rotation.x = clamp(first_view_camera_mount.rotation.x - look_dir.y * camera_sens * sens_mod, -1.5, 1.5)
#@export var player := 1:
#set(id):
#player = id
#$PlayerInput.set_multiplayer_authority(id)
@onready var input = $PlayerInput
@onready var hud = $FirstPersonCameraMount/HUD
@onready var health_indicator = $FirstPersonCameraMount/HUD/HealthIndicator
@onready var fps_indicator = $FirstPersonCameraMount/HUD/FPS
@ -209,16 +219,15 @@ func _physics_process(delta: float) -> void:
velocity += get_gravity() * delta
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
if input.jumping and is_on_floor():
velocity.y = JUMP_VELOCITY
input.jumping = false
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
#var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
# -- It shouldn't be possible to change direction during the jumps
if is_on_floor():
var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_backwards")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
var direction := (transform.basis * Vector3(input.input_direction.x, 0, input.input_direction.y)).normalized()
if direction:
gun_mount_anim.play("move")
if first_view_legs_anim != null:
@ -274,7 +283,6 @@ func _get_camera_collision():
var intersection = get_world_3d().direct_space_state.intersect_ray(new_intersection)
if not intersection.is_empty():
var collision_point = intersection.position
print("gotcha")
return collision_point
else:
return ray_end
@ -286,12 +294,10 @@ func _hit_scan_collision(collision_point):
var new_intersection = PhysicsRayQueryParameters3D.create(ray_origin, ray_end)
var bullet_collision = get_world_3d().direct_space_state.intersect_ray(new_intersection)
if bullet_collision:
print(bullet_collision)
_hit_scan_damage(bullet_collision.collider)
func _hit_scan_damage(Collider):
#if Collider.is_in_group("target") and Collider.has_method("take_damage"):
print("damaged")
func take_damage(dam: int):
var new_health = health - dam