Some additional steps to try and fix the ship sync issue
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@ -32,17 +32,20 @@ var sync_interval: float = 0.1 # Sync every 0.1 seconds
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var predicted_position: Vector3
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var predicted_position: Vector3
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var predicted_rotation: Quaternion
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var predicted_rotation: Quaternion
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func _ready():
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func _ready():
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network_uuid = NetworkManager.register_node(self)
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network_uuid = NetworkManager.register_node(self)
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NetworkManager.property_update_received.connect(_on_property_update)
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#connect signals
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# Connect to NetworkManager signals
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NetworkManager.on_property_update.connect(_on_property_update)
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# Connect signals
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player_detection_area.body_entered.connect(_on_area_3d_body_entered)
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player_detection_area.body_entered.connect(_on_area_3d_body_entered)
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player_detection_area.body_exited.connect(_on_area_3d_body_exited)
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player_detection_area.body_exited.connect(_on_area_3d_body_exited)
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_add_ship_helm(ship_helm_scene) #TEMPORARY TEST
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_add_ship_helm(ship_helm_scene) # TEMPORARY TEST
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ship_id = randi_range(1000, 9999) #assign a random id to the ship as a unique identifier
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ship_id = randi_range(1000, 9999) # Assign a random ID to the ship
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GameConsole.log_debug("Ship ID: " + str(ship_id))
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GameConsole.log_debug("Ship ID: " + str(ship_id))
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# Initialize predicted values
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# Initialize predicted values
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@ -52,6 +55,7 @@ func _ready():
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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delta_time = delta
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delta_time = delta
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func _physics_process(_delta) -> void:
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func _physics_process(_delta) -> void:
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# Predict movement only for non-authority clients
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# Predict movement only for non-authority clients
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if not piloting_player or piloting_player.is_network_authority:
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if not piloting_player or piloting_player.is_network_authority:
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@ -71,6 +75,7 @@ func _physics_process(_delta) -> void:
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_send_ship_sync()
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_send_ship_sync()
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func _predict_movement(_delta):
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func _predict_movement(_delta):
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# Simple linear prediction
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# Simple linear prediction
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var predicted_velocity = linear_velocity
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var predicted_velocity = linear_velocity
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@ -82,6 +87,7 @@ func _predict_movement(_delta):
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var predicted_rotation_delta = Quaternion(predicted_angular_velocity, _delta)
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var predicted_rotation_delta = Quaternion(predicted_angular_velocity, _delta)
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predicted_rotation = predicted_rotation * predicted_rotation_delta
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predicted_rotation = predicted_rotation * predicted_rotation_delta
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func _apply_local_input(_delta):
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func _apply_local_input(_delta):
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if piloting_player == null or not piloting_player.is_network_authority:
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if piloting_player == null or not piloting_player.is_network_authority:
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return
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return
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@ -113,26 +119,32 @@ func _apply_local_input(_delta):
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angular_velocity.y = clamp(angular_velocity.y, -max_turn_speed, max_turn_speed)
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angular_velocity.y = clamp(angular_velocity.y, -max_turn_speed, max_turn_speed)
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func _on_area_3d_body_entered(body: Node3D) -> void:
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func _on_area_3d_body_entered(body: Node3D) -> void:
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if body is Player and body.get_parent() != self:
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if body is Player and body.get_parent() != self:
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body.ship_entered(self)
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body.ship_entered(self)
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piloting_player = body
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piloting_player = body
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body.call_deferred("reparent", self, true) #reparents player onto self (RigidBody3D)
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body.call_deferred("reparent", self, true) # Reparents player onto self (RigidBody3D)
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print("ENTERED")
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print("ENTERED")
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_sync_piloting_state() # Update piloting state on the network
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func _on_area_3d_body_exited(body: Node3D) -> void:
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func _on_area_3d_body_exited(body: Node3D) -> void:
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if body is Player and body.get_parent() != get_node("/root/DevLevel/"):
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if body is Player and body.get_parent() != get_node("/root/DevLevel/"):
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body.ship_exited()
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body.ship_exited()
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ship_is_piloted = false
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ship_is_piloted = false
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piloting_player = null
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piloting_player = null
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body.call_deferred("reparent", get_node("/root/DevLevel/"), true) #reparents player back onto world node
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body.call_deferred("reparent", get_node("/root/DevLevel/"), true) # Reparents player back onto world node
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print("EXITED")
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print("EXITED")
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_sync_piloting_state() # Update piloting state on the network
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func _add_ship_helm(_ship_helm_scene: PackedScene):
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func _add_ship_helm(_ship_helm_scene: PackedScene):
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var ship_helm_instance = _ship_helm_scene.instantiate()
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var ship_helm_instance = _ship_helm_scene.instantiate()
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helm_location_marker.add_child(ship_helm_instance)
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helm_location_marker.add_child(ship_helm_instance)
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ship_helm_instance = helm_location_marker.get_node("ShipHelm")
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ship_helm_instance = helm_location_marker.get_node("ShipHelm")
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func _on_property_update(uuid: String, property_name: String, value: Variant):
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func _on_property_update(uuid: String, property_name: String, value: Variant):
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if NetworkManager.node_map.has(uuid):
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if NetworkManager.node_map.has(uuid):
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var node = NetworkManager.node_map[uuid]
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var node = NetworkManager.node_map[uuid]
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@ -141,11 +153,22 @@ func _on_property_update(uuid: String, property_name: String, value: Variant):
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_handle_ship_sync_position(value)
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_handle_ship_sync_position(value)
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elif property_name == "global_rotation":
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elif property_name == "global_rotation":
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_handle_ship_sync_rotation(value)
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_handle_ship_sync_rotation(value)
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elif property_name == "ship_is_piloted":
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node.ship_is_piloted = value
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elif property_name == "piloting_player":
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# Handle piloting player updates (e.g., update references)
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if value != "":
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# Find the player by network UUID
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var player_node = NetworkManager.node_map[value]
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node.piloting_player = player_node
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else:
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node.piloting_player = null
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else:
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else:
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node.set(property_name, value)
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node.set(property_name, value)
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else:
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else:
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printerr("Received property update but node_id is wrong? Expected " + str(uuid) + " but got " + str(uuid))
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printerr("Received property update but node_id is wrong? Expected " + str(uuid) + " but got " + str(uuid))
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func _sync_piloting_state():
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func _sync_piloting_state():
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NetworkManager.sync_property(network_uuid, "ship_is_piloted", ship_is_piloted)
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NetworkManager.sync_property(network_uuid, "ship_is_piloted", ship_is_piloted)
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if piloting_player != null:
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if piloting_player != null:
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@ -153,13 +176,12 @@ func _sync_piloting_state():
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else:
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else:
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NetworkManager.sync_property(network_uuid, "piloting_player", "")
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NetworkManager.sync_property(network_uuid, "piloting_player", "")
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func _send_ship_sync():
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func _send_ship_sync():
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if Time.get_ticks_msec() - last_sync_time > sync_interval * 1000:
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if Time.get_ticks_msec() - last_sync_time > sync_interval * 1000:
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last_sync_time = Time.get_ticks_msec()
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last_sync_time = Time.get_ticks_msec()
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NetworkManager.sync_property(network_uuid, "global_position", global_position)
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NetworkManager.sync_property(network_uuid, "global_position", global_position)
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NetworkManager.sync_property(network_uuid, "global_rotation", global_rotation)
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NetworkManager.sync_property(network_uuid, "linear_velocity", linear_velocity)
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NetworkManager.sync_property(network_uuid, "angular_velocity", angular_velocity)
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func _handle_ship_sync_position(pos: Vector3):
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func _handle_ship_sync_position(pos: Vector3):
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if piloting_player and not piloting_player.is_network_authority:
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if piloting_player and not piloting_player.is_network_authority:
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@ -168,6 +190,7 @@ func _handle_ship_sync_position(pos: Vector3):
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predicted_position = pos
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predicted_position = pos
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linear_velocity = (pos - global_position) / delta_time
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linear_velocity = (pos - global_position) / delta_time
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func _handle_ship_sync_rotation(rot: Vector3):
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func _handle_ship_sync_rotation(rot: Vector3):
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if piloting_player and not piloting_player.is_network_authority:
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if piloting_player and not piloting_player.is_network_authority:
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# Correct prediction with server data only if the difference is significant
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# Correct prediction with server data only if the difference is significant
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