add client prediction

This commit is contained in:
2025-02-19 22:23:06 +09:00
parent 4e65d2c43b
commit ac49bcee0b
9 changed files with 34 additions and 19 deletions
+26 -11
View File
@@ -19,10 +19,16 @@ extends CharacterBody3D
@export var air_deceleration := 5.0
@export var rotation_speed := 20.0
@export_group("Client Tweening")
@export_group("Client Smoothing")
@export var client_smoothing := false
@export var client_smoothing_speed := 10.0
@export var client_smoothing_rotation_speed := 25.0
@export var client_prediction := false
@export var client_prediction_tolerance := 0.3
@export_group("Server variables")
@export var server_position := Vector3.ZERO
@export var server_rotation := Vector3.ZERO
@onready var _camera_pivot: Node3D = %CameraPivot
@onready var _camera_platform: Node3D = %CameraPlatform
@@ -32,9 +38,8 @@ extends CharacterBody3D
var camera_input_direction := Vector2.ZERO
var last_direction := Vector3.FORWARD
@export_group("Server variables")
@export var server_position := Vector3.ZERO
@export var server_rotation := Vector3.ZERO
var predicted_position := Vector3.ZERO
var predicted_rotation := Vector3.ZERO
func _ready() -> void:
state_machine.set_subject(self)
@@ -80,14 +85,24 @@ func _physics_process(delta: float) -> void:
camera_input_direction = Vector2.ZERO
if not multiplayer.is_server():
if client_smoothing:
position = lerp(position, server_position, client_smoothing_speed * delta)
skin.global_rotation.y = lerp_angle(skin.global_rotation.y, server_rotation.y, client_smoothing_rotation_speed * delta)
else:
position = server_position
skin.global_rotation.y = server_rotation.y
if multiplayer.get_unique_id() == player_id and client_prediction:
predicted_position = position
predicted_rotation = skin.global_rotation
if multiplayer.get_unique_id() != player_id or not client_prediction:
if client_smoothing:
position = lerp(position, server_position, client_smoothing_speed * delta)
skin.global_rotation.y = lerp_angle(skin.global_rotation.y, server_rotation.y, client_smoothing_rotation_speed * delta)
else:
position = server_position
skin.global_rotation.y = server_rotation.y
if multiplayer.is_server():
server_position = position
server_rotation = skin.global_rotation
#print("Velocity: %s" % velocity)
pass
func _on_sync_delta_synchronized() -> void:
if client_prediction and server_position.distance_to(predicted_position) > client_prediction_tolerance:
print("%v VS %v" % [server_position, predicted_position])
position = server_position
+1 -1
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@@ -1,7 +1,7 @@
extends State
func process_physics(delta: float) -> State:
if not multiplayer.is_server():
if not multiplayer.is_server() and (multiplayer.get_unique_id() != subject.player_id or not subject.client_prediction):
return
var target_velocity = Vector3(0, subject.velocity.y, 0)
+1 -1
View File
@@ -1,7 +1,7 @@
extends State
func process_physics(delta: float) -> State:
if not multiplayer.is_server():
if not multiplayer.is_server() and (multiplayer.get_unique_id() != subject.player_id or not subject.client_prediction):
return
var target_velocity = Vector3(0, subject.velocity.y, 0)
+1 -1
View File
@@ -1,7 +1,7 @@
extends State
func process_physics(delta: float) -> State:
if not multiplayer.is_server():
if not multiplayer.is_server() and (multiplayer.get_unique_id() != subject.player_id or not subject.client_prediction):
return
var input_direction = %Input.direction
+1 -1
View File
@@ -14,7 +14,7 @@ func _change_state(new_state: State) -> void:
current_state.exit()
current_state = new_state
print("Entering: %s" % current_state.name)
#print("Entering: %s" % current_state.name)
current_state.enter()
func process_physics(delta: float) -> void:
+1 -1
View File
@@ -1,7 +1,7 @@
extends State
func process_physics(delta: float) -> State:
if not multiplayer.is_server():
if not multiplayer.is_server() and (multiplayer.get_unique_id() != subject.player_id or not subject.client_prediction):
return
var input_direction = %Input.direction