Fix keyboard input not working on Windows client
Added explicit window focus grab after connecting (lan-bootstrapper.gd) so keyboard input is properly received by the input system. Also added diagnostic debug prints to trace input pipeline.
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@@ -75,12 +75,16 @@ func _input(event: InputEvent) -> void:
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func _gather():
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if !is_setup:
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print("[INPUT DEBUG] _gather first call - setting up")
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setup()
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# Movement (continuous)
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var mx = Input.get_axis("move_west", "move_east")
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var mz = Input.get_axis("move_north", "move_south")
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var old_mv = movement
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movement = Vector3(mx, 0, mz)
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if movement != old_mv and (mx != 0 or mz != 0):
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print("[INPUT DEBUG] _gather movement=%s (mx=%.2f mz=%.2f)" % [movement, mx, mz])
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jump = Input.is_action_pressed("move_jump")
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@@ -123,21 +123,30 @@ func _after_tick_loop():
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func _process(_delta: float):
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if not _is_local:
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if input.is_multiplayer_authority():
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print("[PLAYER DEBUG] First _process — calling _setup_local_camera (authority: %d)" % multiplayer.get_unique_id())
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_setup_local_camera()
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else:
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print("[PLAYER DEBUG] _process skipping — input not authority (unique_id=%d, input_auth=%d)" % [multiplayer.get_unique_id(), input.get_multiplayer_authority()])
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return
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# Smooth position interpolation between ticks
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var f := NetworkTime.tick_factor
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global_position = _lerp_from_pos.lerp(_lerp_to_pos, f)
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# Frame-rate mouse look (recoil only affects raycast, not camera)
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var old_yaw = _sim_yaw
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rotation.y = _sim_yaw + (-input.mouse_rotation.y)
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if _sim_yaw != old_yaw or input.mouse_rotation.length_squared() > 0:
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pass # mouse look active
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head.rotation.x = clamp(_sim_pitch + (-input.mouse_rotation.x), -1.57, 1.57)
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head.rotation.y = 0
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head.rotation.z = 0
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func _rollback_tick(delta: float, tick: int, is_fresh: bool) -> void:
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# DEBUG movement state
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if input and input.movement.length_squared() > 0:
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print("[PLAYER RT] tick=%d movement=%s hp=%d death_tick=%d frozen=%s" % [tick, input.movement, health, death_tick, round_manager and round_manager.freeze_end_tick >= 0 and tick < round_manager.freeze_end_tick])
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# Handle round respawn teleport inside rollback
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if respawn_tick >= 0 and tick == respawn_tick:
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global_position = respawn_position
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@@ -161,6 +161,10 @@ func _rollback_tick(delta: float, tick: int, _is_fresh: bool):
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if rollback_synchronizer.is_predicting():
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return
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# DEBUG: weapon switching
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if input and (input.slot_1 or input.slot_2 or input.slot_3 or input.slot_4):
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print("[WEAPON DEBUG] _rollback_tick tick=%d slots=[s1=%s s2=%s s3=%s s4=%s] active=%d inv=%s" % [tick, input.slot_1, input.slot_2, input.slot_3, input.slot_4, active_slot, inventory])
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# Skip if player dead
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if player.death_tick >= 0 and tick >= player.death_tick:
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return
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@@ -406,3 +410,8 @@ func _spawn_grenade(origin: Vector3, direction: Vector3, owner_id: int, type_idx
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get_tree().current_scene.add_child(grenade)
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var gtype: Grenade.GrenadeType = Grenade.GrenadeType.FLASH if type_idx == 0 else Grenade.GrenadeType.SMOKE
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grenade.setup(origin, direction, owner_id, gtype)
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func _rollback_tick(delta: float, tick: int, _is_fresh: bool):
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# DEBUG: Log when this is called with non-default input
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if input and (input.slot_1 or input.slot_2 or input.slot_3 or input.slot_4):
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print("[WEAPON DEBUG] _rollback_tick tick=%d slots=[%s %s %s %s]" % [tick, input.slot_1, input.slot_2, input.slot_3, input.slot_4])
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@@ -72,6 +72,9 @@ func join():
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print("Client started")
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connect_ui.hide()
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# Ensure game window has keyboard focus for input
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get_window().grab_focus()
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# Only start manually if NetworkEvents is not handling it (e.g. multiplayer-simple)
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if not NetworkEvents.enabled:
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NetworkTime.start()
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@@ -80,8 +83,14 @@ func _enter_tree():
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# Hide and show UI as appropriate
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# These handlers are necessary, since the game could have started via
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# autoconnect, or any other method
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NetworkEvents.on_client_start.connect(func(__): connect_ui.hide())
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NetworkEvents.on_server_start.connect(func(): connect_ui.hide())
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NetworkEvents.on_client_start.connect(func(__):
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connect_ui.hide()
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get_window().grab_focus()
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)
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NetworkEvents.on_server_start.connect(func():
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connect_ui.hide()
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get_window().grab_focus()
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)
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NetworkEvents.on_client_stop.connect(func(): connect_ui.show())
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NetworkEvents.on_server_stop.connect(func(): connect_ui.show())
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@@ -0,0 +1 @@
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uid://4mlr8ca8nlg7
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@@ -0,0 +1 @@
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uid://h5lroui7prfv
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@@ -1,20 +0,0 @@
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#!/usr/bin/env -S godot --headless --script
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extends SceneTree
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func _init():
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var paths = [
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"res://assets/kenney/models/blaster.glb",
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"res://examples/multiplayer-fps/models/knife.fbx",
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"res://examples/multiplayer-fps/models/grenade.glb",
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]
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for p in paths:
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var scene = load(p)
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if scene:
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var inst = scene.instantiate()
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print(p, " -> type: ", inst.get_class(), " children: ", inst.get_child_count())
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for c in inst.get_children():
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print(" child: ", c.get_class(), " ", c.name)
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inst.queue_free()
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else:
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print(p, " -> FAILED TO LOAD")
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quit()
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