t_p7.4_port: network_manager to netfox
- Fixed double-emission bug in network_manager.gd: ENet signal connections (peer_connected/peer_disconnected) are now only connected when netfox NetworkEvents is NOT available, preventing duplicate player_connected/ player_disconnected signal emissions. - Fixed stop() to only disconnect ENet signals when they were actually connected (mirrors the conditional connection in start_server()). - Fixed headless parse error in player_net_input.gd: replaced direct NetworkTime.before_tick_loop reference with Engine.get_singleton() call, avoiding unresolved type identifier in headless mode. - netfox_bootstrap.gd added as minimal autoload placeholder. - Dual-path architecture: netfox NetworkEvents when available (editor), ENet fallback when netfox unavailable (headless server). - Broadcast RPCs (spawn, round state, scores) kept as-is since they work identically through Godot's MultiplayerAPI in both paths.
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## PlayerNetInput — netfox-compatible input gathering for tactical-shooter.
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##
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## Extends Node directly (avoids headless class_name issues with BaseNetInput)
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## but follows the same pattern: connects to NetworkTime.before_tick_loop to
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## call _gather() on each tick.
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##
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## RollbackSynchronizer references the exported properties as input_properties.
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##
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## Usage:
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## Place as a child of the Player (Node3D). The parent node's
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## RollbackSynchronizer will pick up the input_properties paths.
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##
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## Set hitscan_manager_ref to the RollbackHitscanManager child so that
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## _gather() can call record_fire() for RewindableAction-based fire tracking.
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extends Node
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# ---------------------------------------------------------------------------
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# Input state — read by RollbackSynchronizer as input_properties
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# ---------------------------------------------------------------------------
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## Movement direction in local space (normalized, or zero).
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@export var move_direction: Vector3 = Vector3.ZERO
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## Mouse look: yaw (horizontal, radians).
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@export var look_yaw: float = 0.0
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## Mouse look: pitch (vertical, radians).
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@export var look_pitch: float = 0.0
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## Jump pressed this tick.
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@export var jump: bool = false
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## Sprint toggle active.
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@export var sprint: bool = false
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## Crouch toggle active.
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@export var crouch: bool = false
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## Shoot pressed this tick.
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@export var shoot: bool = false
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## Aim-down-sights pressed.
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@export var aim: bool = false
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# ---------------------------------------------------------------------------
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# RollbackHitscanManager reference (set by player.gd)
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# ---------------------------------------------------------------------------
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## Reference to the RollbackHitscanManager for RewindableAction fire tracking.
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var hitscan_mgr_ref: Node = null
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# ---------------------------------------------------------------------------
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# Lifecycle
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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# Same pattern as netfox's BaseNetInput:
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# connect to NetworkTime.before_tick_loop to gather input each tick
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# Use Engine.get_singleton instead of direct NetworkTime reference to
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# avoid headless parse errors (NetworkTime is an editor-plugin type).
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var nt = Engine.get_singleton(&"NetworkTime") if Engine.has_singleton(&"NetworkTime") else null
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if nt:
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nt.before_tick_loop.connect(_on_before_tick_loop)
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else:
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push_warning("[PlayerNetInput] netfox NetworkTime not available — " +
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"input gathering disabled")
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func _on_before_tick_loop() -> void:
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if is_multiplayer_authority():
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_gather()
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# ---------------------------------------------------------------------------
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# Input gathering (called before each tick on the authority peer)
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# ---------------------------------------------------------------------------
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func _gather() -> void:
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# Movement direction
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var dir := Vector3.ZERO
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if Input.is_action_pressed(&"move_forward") or Input.is_action_pressed(&"move_up"):
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dir.z -= 1.0
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if Input.is_action_pressed(&"move_backward") or Input.is_action_pressed(&"move_down"):
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dir.z += 1.0
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if Input.is_action_pressed(&"move_left"):
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dir.x -= 1.0
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if Input.is_action_pressed(&"move_right"):
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dir.x += 1.0
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if dir.length_squared() > 0.0:
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dir = dir.normalized()
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move_direction = dir
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# Read look direction from parent's FPSCharacterController if available
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var parent := get_parent()
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if parent and parent.has_method(&"get_current_yaw"):
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look_yaw = parent.get_current_yaw()
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if parent and parent.has_method(&"get_current_pitch"):
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look_pitch = parent.get_current_pitch()
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# Action inputs
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jump = Input.is_action_just_pressed(&"jump")
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sprint = Input.is_action_pressed(&"sprint")
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crouch = Input.is_action_pressed(&"crouch")
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shoot = Input.is_action_pressed(&"shoot")
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aim = Input.is_action_pressed(&"aim")
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# -----------------------------------------------------------------------
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# Fire recording for RewindableAction rollback sync
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# -----------------------------------------------------------------------
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# When the client fires, record the shot in the RollbackHitscanManager's
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# RewindableAction. This propagates to the server via netfox sync so
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# the server can process the lag-compensated raycast at the correct tick.
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#
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# We compute the eye position and look direction at gather time for
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# the RewindableAction context. The server also reconstructs these from
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# the synced state (position + yaw/pitch) for authoritative hit detection.
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if shoot and hitscan_mgr_ref != null and hitscan_mgr_ref.has_method(&"record_fire"):
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var current_tick: int =_get_current_tick()
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var eye_pos: Vector3 = parent.global_position + Vector3(0, 1.7, 0) if parent else Vector3.ZERO
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var look_dir: Vector3 = _yaw_pitch_to_dir(look_yaw, look_pitch)
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hitscan_mgr_ref.record_fire(current_tick, eye_pos, look_dir)
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## Get the current network tick, or 0 if NetworkTime is not available.
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func _get_current_tick() -> int:
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var nt = Engine.get_singleton(&"NetworkTime") if Engine.has_singleton(&"NetworkTime") else null
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if nt != null and nt.has_method(&"get_tick"):
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return nt.get_tick()
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if nt != null:
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return nt.tick if nt.get("tick") != null else 0
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return 0
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## Convert yaw/pitch to a forward direction vector.
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static func _yaw_pitch_to_dir(yaw: float, pitch: float) -> Vector3:
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var cp := cos(pitch)
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return Vector3(cp * sin(yaw), sin(pitch), cp * cos(yaw))
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