Ship mostly works #10

Merged
chrisbell merged 60 commits from feature/ship-syncing into develop 2024-12-29 04:35:51 +00:00
Showing only changes of commit b1b6cdd712 - Show all commits

View File

@ -35,16 +35,19 @@ func _ready():
player_detection_area.body_exited.connect(_on_player_exited)
func _process(delta: float):
if NetworkManager.is_host:
if ship_is_piloted and piloting_player.steam_id == NetworkManager.steam_id:
if ship_is_piloted:
if piloting_player.steam_id == NetworkManager.steam_id:
# This player is piloting
handle_input(delta)
send_network_update()
elif ship_is_piloted and piloting_player.steam_id == NetworkManager.steam_id:
handle_input(delta)
send_network_update()
send_network_update()
else:
# Another player is piloting, interpolate
interpolate_position_and_rotation(delta)
else:
# No one is piloting, just interpolate
interpolate_position_and_rotation(delta)
func handle_input(_delta: float):
var forward_input = 0.0
var turn_input = 0.0
@ -86,7 +89,7 @@ func handle_input(_delta: float):
func interpolate_position_and_rotation(delta: float):
global_position = lerp(global_position,target_position, acceleration * delta)
global_position = lerp(global_position, target_position, acceleration * delta)
var current_rotation = global_transform.basis.get_rotation_quaternion()
var interpolated_rotation = current_rotation.slerp(target_rotation, acceleration * delta)
global_transform.basis = Basis(interpolated_rotation)
@ -122,19 +125,21 @@ func _on_player_exited(body):
func send_network_update():
if NetworkManager.is_host:
if ship_is_piloted and piloting_player.steam_id == NetworkManager.steam_id or !ship_is_piloted:
if global_position.distance_to(previous_position) > 0.1 or global_transform.basis.get_rotation_quaternion().dot(previous_rotation) < 0.99:
NetworkManager.sync_property_to_all_except_host(network_uuid, "global_position", global_position)
NetworkManager.sync_property_to_all_except_host(network_uuid, "global_rotation", global_transform.basis.get_rotation_quaternion())
previous_position = global_position
previous_rotation = global_transform.basis.get_rotation_quaternion()
elif ship_is_piloted and piloting_player.steam_id == NetworkManager.steam_id:
if NetworkManager.is_host and ship_is_piloted and piloting_player.steam_id == NetworkManager.steam_id:
# Host is piloting, synchronize with clients
if global_position.distance_to(previous_position) > 0.1 or global_transform.basis.get_rotation_quaternion().dot(previous_rotation) < 0.99:
NetworkManager.sync_property_to_all_except_host(network_uuid, "global_position", global_position)
NetworkManager.sync_property_to_all_except_host(network_uuid, "global_rotation", global_transform.basis.get_rotation_quaternion())
previous_position = global_position
previous_rotation = global_transform.basis.get_rotation_quaternion()
elif !NetworkManager.is_host and ship_is_piloted and piloting_player.steam_id == NetworkManager.steam_id:
# Client is piloting, send updates to the host
if global_position.distance_to(previous_position) > 0.1 or global_transform.basis.get_rotation_quaternion().dot(previous_rotation) < 0.99:
NetworkManager.sync_property_to_all(network_uuid, "global_position", global_position)
NetworkManager.sync_property_to_all(network_uuid, "global_rotation", global_transform.basis.get_rotation_quaternion())
previous_position = global_position
previous_rotation = global_transform.basis.get_rotation_quaternion()
func receive_global_position_update(value: Vector3):