Some additional steps to try and fix the ship sync issue

This commit is contained in:
Chris Bell 2024-12-28 15:22:55 -06:00
parent defd05a826
commit 633678d0ea

View File

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