first iteration with authorative movement

This commit is contained in:
2025-02-01 19:41:38 +09:00
parent 3ef5254792
commit c8c5c08b4d
49 changed files with 1364 additions and 0 deletions
+45
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extends Node3D
const template := "FPS: %d\nPing: %d ms"
var runner_scene := preload("res://scenes/runner.tscn")
var _ping := 0.0
var _runners_node: Node3D
func _ready() -> void:
_runners_node = get_node("RunnersNode")
func spawn_player(player_id) -> void:
if multiplayer.is_server():
var runner = runner_scene.instantiate()
runner.player_id = player_id
runner.name = str(player_id)
_runners_node.add_child(runner)
func _process(_delta: float) -> void:
if DisplayServer.get_name() == "headless":
return
%RichTextLabel.text = template % [
Engine.get_frames_per_second(),
_ping,
]
func _get_timestamp() -> int:
return floor(Time.get_unix_time_from_system() * 1000)
func _on_ping_timer_timeout() -> void:
if multiplayer.is_server():
%PingTimer.stop()
return
_ping_call.rpc_id(1, _get_timestamp())
@rpc("any_peer", "call_remote", "unreliable", 99)
func _ping_call(timestamp: int) -> void:
if multiplayer.is_server():
_ping_call.rpc_id(multiplayer.get_remote_sender_id(), timestamp)
return
_ping = _get_timestamp() - timestamp
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extends Control
func _on_join_button_pressed() -> void:
MultiplayerManager.connect_to_ip(%IpAddressTextEdit.text)
get_tree().change_scene_to_file("res://scenes/in_game.tscn")
@@ -0,0 +1,58 @@
extends Node
const PORT = 1280
const IP_ADDRESS = "127.0.0.1"
const MAX_CLIENTS = 5
var in_game_scene = preload("res://scenes/in_game.tscn")
var main_menu_scene = preload("res://scenes/main_menu.tscn")
func _ready() -> void:
set_process(false)
set_physics_process(false)
if OS.has_feature("dedicated_server"):
get_tree().change_scene_to_packed.call_deferred(in_game_scene)
var peer = ENetMultiplayerPeer.new()
peer.create_server(PORT, MAX_CLIENTS)
multiplayer.multiplayer_peer = peer
multiplayer.peer_connected.connect(_on_connect)
multiplayer.peer_disconnected.connect(_on_disconnect)
else:
get_tree().change_scene_to_packed.call_deferred(main_menu_scene)
func connect_to_ip(ip: String = "") -> void:
if ip.is_empty():
ip = IP_ADDRESS
print("Connecting to: %s" % ip)
var peer = ENetMultiplayerPeer.new()
peer.create_client(ip, PORT)
multiplayer.multiplayer_peer = peer
multiplayer.connected_to_server.connect(_on_connect_client)
multiplayer.connection_failed.connect(_on_disconnect_client)
multiplayer.server_disconnected.connect(_on_server_closed_client)
func _on_connect(id: int) -> void:
print("Client ID #%s connected" % id)
get_tree().get_current_scene().spawn_player(id)
func _on_disconnect(id: int) -> void:
print("Client ID #%s disconnected" % id)
pass
func _on_connect_client() -> void:
print("[%s] Connected to server" % multiplayer.get_unique_id())
pass
func _on_disconnect_client() -> void:
print("[%s] Disconnected" % multiplayer.get_unique_id())
pass
func _on_server_closed_client() -> void:
print("[%s] Server closed" % multiplayer.get_unique_id())
pass
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extends CharacterBody3D
const _gravity := -30.0
@export var player_id := 69:
set(id):
player_id = id
%RunnerInput.set_multiplayer_authority(id)
@export_group("Camera")
@export_range(0.0, 1.0) var mouse_sensitivity := 0.2
@export var camera_follow_speed := 10.0
@export var smooth_camera := false
@export_group("Movement")
@export var move_speed := 8.0
@export var acceleration := 30.0
@export var rotation_speed := 20.0
@export_group("Client Tweening")
@export var client_smoothing := false
@export var client_smoothing_speed := 5.0
@export var client_smoothing_rotation_speed := 10.0
@onready var _camera_pivot: Node3D = %CameraPivot
@onready var _camera_target: Node3D = %RunnerCameraTarget
@onready var _camera: Node3D = %RunnerCamera
@onready var _skin: Node3D = %RunnerSkin
var _camera_input_direction := Vector2.ZERO
var _last_direction := Vector3.FORWARD
var _on_ground := false
@export var server_position := Vector3.ZERO
@export var server_rotation := Vector3.ZERO
func _ready() -> void:
if multiplayer.is_server():
return
if multiplayer.get_unique_id() == player_id:
%RunnerCamera.make_current()
else:
%RunnerCamera.clear_current(false)
func _input(event: InputEvent) -> void:
if multiplayer.get_unique_id() != player_id:
return
if event.is_action_pressed("mouse_capture"):
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
elif event.is_action_pressed("mouse_release"):
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
if event is InputEventMouseMotion:
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
_camera_input_direction += event.screen_relative * mouse_sensitivity
func _physics_process(delta: float) -> void:
if multiplayer.get_unique_id() == player_id:
_camera_pivot.rotation.x = clamp(
_camera_pivot.rotation.x - _camera_input_direction.y * delta,
-PI / 3.0,
PI / 6.0,
)
_camera_pivot.rotation.y -= _camera_input_direction.x * delta
_camera.global_rotation = _camera_pivot.global_rotation
if smooth_camera:
_camera.global_position = lerp(_camera.global_position, _camera_target.global_position, camera_follow_speed * delta)
else:
_camera.global_position = _camera_target.global_position
_camera_input_direction = Vector2.ZERO
if multiplayer.is_server():
var move_direction = Vector3(%RunnerInput.move_direction.x, 0, %RunnerInput.move_direction.y)
var y_velocity := velocity.y
velocity = velocity.move_toward(move_direction * move_speed, acceleration * delta)
velocity.y = y_velocity + (_gravity * delta)
move_and_slide()
if move_direction.length() >= 0.1:
_last_direction = move_direction
var target_angle := Vector3.FORWARD.signed_angle_to(_last_direction, Vector3.UP)
_skin.global_rotation.y = lerp_angle(_skin.rotation.y, target_angle, rotation_speed * delta)
server_position = position
server_rotation = _skin.global_rotation
else:
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
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extends MultiplayerSynchronizer
var move_direction: Vector2
func _ready() -> void:
move_direction = Vector2.ZERO
if multiplayer.is_server() or get_multiplayer_authority() != multiplayer.get_unique_id():
set_process(false)
set_physics_process(false)
return
func _physics_process(_delta: float) -> void:
var directional_input := Input.get_vector("move_right", "move_left", "move_forward", "move_back")
var camera_adjusted: Vector3 = (directional_input.x * %RunnerCameraTarget.global_basis.z) + (directional_input.y * %RunnerCameraTarget.global_basis.x)
move_direction = Vector2(camera_adjusted.x, camera_adjusted.z).rotated(PI / 2.0)
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class_name State
extends Node
@export var move_speed: float = 100.0
@export var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
var subject
func enter() -> void:
pass
func exit() -> void:
pass
func process_input(_event: InputEvent) -> State:
return null
func process_frame(_delta: float) -> State:
return null
func process_physics(_delta: float) -> State:
return null
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extends Node
@export var starting_state: State
var current_state: State
func init(subject: Node) -> void:
for state in get_children():
state.subject = subject
_change_state(starting_state)
func _change_state(new_state: State) -> void:
if current_state:
current_state.exit()
current_state = new_state
current_state.enter()
func _physics_process(delta: float) -> void:
var new_state = current_state.process_physics(delta)
if new_state:
_change_state(new_state)
func _unhandled_input(event: InputEvent) -> void:
var new_state = current_state.process_input(event)
if new_state:
_change_state(new_state)
func _process(delta: float) -> void:
var new_state = current_state.process_frame(delta)
if new_state:
_change_state(new_state)
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extends State
func process_physics(delta: float) -> State:
return