possible ai slop fix 2

This commit is contained in:
2025-08-07 22:03:29 -05:00
parent df031b8784
commit 56be2f7bef
3 changed files with 32 additions and 24 deletions

View File

@@ -73,6 +73,7 @@ func _on_lobby_created(connect: int, this_lobby_id: int):
# Spawn self # Spawn self
spawn_player.rpc(1) spawn_player.rpc(1)
# ----------------------------------------------------------------------------- # -----------------------------------------------------------------------------
# CORE LOGIC: STEP 2 - CLIENT CONNECTION # CORE LOGIC: STEP 2 - CLIENT CONNECTION
# ----------------------------------------------------------------------------- # -----------------------------------------------------------------------------
@@ -88,67 +89,75 @@ func _on_lobby_joined(this_lobby_id: int, _p, _l, response: int):
lobby_id = this_lobby_id lobby_id = this_lobby_id
print("[CLIENT] 2. Successfully joined Steam lobby.") print("[CLIENT] 2. Successfully joined Steam lobby.")
# Only clients should attempt to connect via peer. The host is already a peer.
if Steam.getLobbyOwner(lobby_id) != steam_id: if Steam.getLobbyOwner(lobby_id) != steam_id:
print("[CLIENT] 3. I am a client, creating multiplayer peer to connect to host.") print("[CLIENT] 3. I am a client, creating multiplayer peer to connect to host.")
setup_multiplayer_peer(false) setup_multiplayer_peer(false)
# This signal fires on the CLIENT after setup_multiplayer_peer succeeds
func _on_connected_to_server(): func _on_connected_to_server():
print("[CLIENT] 4. Successfully connected to host's multiplayer peer.") print("[CLIENT] 4. Successfully connected to host's multiplayer peer.")
print("[CLIENT] 5. Sending my info to the server for registration...") print("[CLIENT] 5. Sending my info to the server for registration...")
register_player_on_server.rpc_id(1, steam_id) register_player_on_server.rpc_id(1, steam_id)
# ----------------------------------------------------------------------------- # -----------------------------------------------------------------------------
# CORE LOGIC: STEP 3 - SERVER REGISTRATION & SPAWNING # CORE LOGIC: STEP 3 - SERVER REGISTRATION & SPAWNING
# ----------------------------------------------------------------------------- # -----------------------------------------------------------------------------
@rpc("any_peer")
# This RPC is sent by a client and runs ONLY on the SERVER
@rpc("authority", "call_local")
func register_player_on_server(new_player_steam_id: int): func register_player_on_server(new_player_steam_id: int):
if not multiplayer.is_server(): return
var new_player_peer_id = multiplayer.get_remote_sender_id() var new_player_peer_id = multiplayer.get_remote_sender_id()
print("[SERVER] 6. Received registration request from Peer %s." % new_player_peer_id) print("[SERVER] 6. Received registration request from Peer %s." % new_player_peer_id)
# Add the new player to the map
peer_to_steam_id_map[new_player_peer_id] = new_player_steam_id peer_to_steam_id_map[new_player_peer_id] = new_player_steam_id
print("[SERVER] 7. Peer %s (Steam ID: %s) added to ID map." % [new_player_peer_id, new_player_steam_id]) print("[SERVER] 7. Peer %s (Steam ID: %s) added to ID map." % [new_player_peer_id, new_player_steam_id])
# --- NEW STEP ---
# Sync the completed map to the new client BEFORE spawning players for them
print("[SERVER] 8. Sending complete ID map to new client (Peer %s)." % new_player_peer_id)
sync_id_map.rpc_id(new_player_peer_id, peer_to_steam_id_map)
# Tell the new client about all players already in the game # Tell the new client about all players already in the game
print("[SERVER] 8. Telling Peer %s about existing players..." % new_player_peer_id) print("[SERVER] 9. Telling Peer %s to spawn existing players..." % new_player_peer_id)
for existing_peer_id in players: for existing_peer_id in players:
spawn_player.rpc_id(new_player_peer_id, existing_peer_id) spawn_player.rpc_id(new_player_peer_id, existing_peer_id)
# Tell EVERYONE to spawn the new player # Tell EVERYONE to spawn the new player
print("[SERVER] 9. Telling ALL peers to spawn the new player (Peer %s)." % new_player_peer_id) print("[SERVER] 10. Telling ALL peers to spawn the new player (Peer %s)." % new_player_peer_id)
spawn_player.rpc(new_player_peer_id) spawn_player.rpc(new_player_peer_id)
# This RPC is sent by the SERVER and runs on ALL clients # --- NEW FUNCTION ---
# This RPC is sent by the server to a new client to give them the ID map
@rpc("authority")
func sync_id_map(map_from_server: Dictionary):
print("-> [%s] Received ID map from server." % multiplayer.get_unique_id())
peer_to_steam_id_map = map_from_server
@rpc("any_peer", "call_local") @rpc("any_peer", "call_local")
func spawn_player(peer_id: int): func spawn_player(peer_id: int):
var steam_id_of_player = peer_to_steam_id_map.get(peer_id) var steam_id_of_player = peer_to_steam_id_map.get(peer_id)
if steam_id_of_player == null: if steam_id_of_player == null:
print("!!! [%s] Cannot spawn player for Peer %s, not yet in map." % [multiplayer.get_unique_id(), peer_id]) print("!!! [%s] CRITICAL: Cannot spawn player for Peer %s, not in map." % [multiplayer.get_unique_id(), peer_id])
return return
if players.has(peer_id): # Prevents spawning a duplicate if players.has(peer_id): return
return
var player_name = Steam.getFriendPersonaName(steam_id_of_player) var player_name = Steam.getFriendPersonaName(steam_id_of_player)
print("-> [%s] Spawning character for Peer %s (Name: %s)." % [multiplayer.get_unique_id(), peer_id, player_name]) print("-> [%s] Spawning character for Peer %s (Name: %s)." % [multiplayer.get_unique_id(), peer_id, player_name])
var new_player = player_scene.instantiate() var new_player = player_scene.instantiate() as Player
new_player.name = str(peer_id) new_player.name = str(peer_id)
players[peer_id] = new_player players[peer_id] = new_player
add_child(new_player) add_child(new_player)
new_player.position = Vector3.UP
new_player.set_player_name(player_name) new_player.set_player_name(player_name)
if multiplayer.is_server(): new_player.set_multiplayer_authority(peer_id)
new_player.set_multiplayer_authority(peer_id)
# ----------------------------------------------------------------------------- # -----------------------------------------------------------------------------
# UTILITY AND CALLBACKS # UTILITY AND CALLBACKS (Unchanged)
# ----------------------------------------------------------------------------- # -----------------------------------------------------------------------------
func _on_p2p_session_request(steam_id_remote: int) -> void: func _on_p2p_session_request(steam_id_remote: int) -> void:
print("[P2P] ==> Session request from: %s. Accepting." % steam_id_remote) print("[P2P] ==> Session request from: %s. Accepting." % steam_id_remote)
@@ -170,10 +179,10 @@ func setup_multiplayer_peer(is_host: bool = false) -> void:
peer = SteamMultiplayerPeer.new() peer = SteamMultiplayerPeer.new()
if is_host: if is_host:
peer.create_host() peer.create_host(0)
else: else:
var host_id = Steam.getLobbyOwner(lobby_id) var host_id = Steam.getLobbyOwner(lobby_id)
peer.create_client(host_id) peer.create_client(host_id, 0)
multiplayer.multiplayer_peer = peer multiplayer.multiplayer_peer = peer
@@ -191,7 +200,7 @@ func _on_peer_disconnected(id: int):
func _on_connection_failed() -> void: func _on_connection_failed() -> void:
print("[CLIENT] !!! Connection to the host failed.") print("[CLIENT] !!! Connection to the host failed.")
func _on_lobby_chat_update(lobby_id_update: int, user_changed_id: int, user_making_change_id: int, chat_state: int): func _on_lobby_chat_update(_l_id, user_changed_id: int, _u_m_c_id, chat_state: int):
var state_string = "UNKNOWN" var state_string = "UNKNOWN"
match chat_state: match chat_state:
Steam.CHAT_MEMBER_STATE_CHANGE_ENTERED: state_string = "ENTERED" Steam.CHAT_MEMBER_STATE_CHANGE_ENTERED: state_string = "ENTERED"

View File

@@ -31,7 +31,6 @@ script = ExtResource("1_ulp21")
[node name="Camera3D" type="Camera3D" parent="."] [node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.399442, 0.0644827) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.399442, 0.0644827)
cull_mask = 1048573
[node name="CollisionShape3D" type="CollisionShape3D" parent="."] [node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CapsuleShape3D_ehsmr") shape = SubResource("CapsuleShape3D_ehsmr")

View File

@@ -12,10 +12,10 @@ func _ready():
if is_multiplayer_authority(): if is_multiplayer_authority():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
camera_node = $Camera3D camera_node = $Camera3D
camera_node.current = true #$Mesh.hide()
$Mesh.hide()
var peer_id = int(name) var peer_id = int(name)
camera_node.current = true
@rpc("any_peer", "call_local") @rpc("any_peer", "call_local")
func set_player_name(player_name: String): func set_player_name(player_name: String):