Fresh start: replace with naxIO/netfox-cs-sample foundation
Complete replacement of the tactical-shooter project with the netfox-cs-sample (MIT) — a CS 1.6 inspired multiplayer FPS built with Godot 4 and netfox. ## What's new - Full CS-style gameplay: teams (T/CT), rounds, economy, buy menu - 6 weapons: Knife, Glock, USP, AK-47, M4A1, AWP - Bomb plant/defuse with 2 bombsites - Flashbang & smoke grenades - Proper netfox rollback netcode at 64 tick - Network popup UI for host/join - HUD, crosshair, round timer, scoreboard - All netfox singletons registered as autoloads (works in exported builds) ## Architecture - Listen-server (host from client, no dedicated server binary) - Multiplayer-fps game lives at examples/multiplayer-fps/ - Netfox addons registered as autoloads for exported build compat - Godot 4.7 with Forward+ renderer ## Removed - Old headless-server architecture (client_main, server_main, player.gd, etc.) - Custom netfox bootstrap with ENet fallback - Old ChaffGames FPS template (2,420 lines, 844 KB) - SimulationServer GDExtension stub - Godot-jolt physics (netfox sample uses default Godot physics) - Duplicate weapon_data.gd, anti_cheat.gd, round_manager.gd, etc. - Server browser API Python venv (87 MB) - test_range map and modular assets ## Preserved - Git history - Server config at config/default_server_config.cfg - Windows export preset - Build directory (gitignored) Co-authored-by: naxIO <naxIO@users.noreply.github.com>
This commit is contained in:
@@ -1,111 +0,0 @@
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extends RefCounted
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class_name _RollbackHistoryRecorder
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# Provided externally by RBS
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var _state_history: _PropertyHistoryBuffer
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var _input_history: _PropertyHistoryBuffer
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var _state_property_config: _PropertyConfig
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var _input_property_config: _PropertyConfig
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var _property_cache: PropertyCache
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var _latest_state_tick: int
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var _skipset: _Set
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func configure(
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p_state_history: _PropertyHistoryBuffer, p_input_history: _PropertyHistoryBuffer,
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p_state_property_config: _PropertyConfig, p_input_property_config: _PropertyConfig,
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p_property_cache: PropertyCache,
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p_skipset: _Set
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) -> void:
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_state_history = p_state_history
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_input_history = p_input_history
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_state_property_config = p_state_property_config
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_input_property_config = p_input_property_config
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_property_cache = p_property_cache
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_skipset = p_skipset
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func set_latest_state_tick(p_latest_state_tick: int) -> void:
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_latest_state_tick = p_latest_state_tick
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func apply_state(tick: int) -> void:
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# Apply state for tick
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var state = _state_history.get_history(tick)
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state.apply(_property_cache)
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func apply_display_state() -> void:
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apply_state(NetworkRollback.display_tick)
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func apply_tick(tick: int) -> void:
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var state := _state_history.get_history(tick)
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var input := _input_history.get_history(tick)
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state.apply(_property_cache)
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input.apply(_property_cache)
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func trim_history() -> void:
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# Trim history
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_state_history.trim()
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_input_history.trim()
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func record_input(tick: int) -> void:
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# Record input
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if not _get_recorded_input_props().is_empty():
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var input = _PropertySnapshot.extract(_get_recorded_input_props())
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var input_tick: int = tick + NetworkRollback.input_delay
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_input_history.set_snapshot(input_tick, input)
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func record_state(tick: int) -> void:
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# Record state for specified tick ( current + 1 )
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# Check if any of the managed nodes were mutated
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var is_mutated := _get_recorded_state_props().any(func(pe):
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return NetworkRollback.is_mutated(pe.node, tick - 1))
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var record_state := _PropertySnapshot.extract(_get_state_props_to_record(tick))
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if record_state.size():
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var merge_state := _state_history.get_history(tick - 1)
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_state_history.set_snapshot(tick, merge_state.merge(record_state))
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func _should_record_tick(tick: int) -> bool:
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if _get_recorded_state_props().is_empty():
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# Don't record tick if there's no props to record
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return false
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if _get_recorded_state_props().any(func(pe):
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return NetworkRollback.is_mutated(pe.node, tick - 1)):
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# If there's any node that was mutated, there's something to record
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return true
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# Otherwise, record only if we don't have authoritative state for the tick
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return tick > _latest_state_tick
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func _get_state_props_to_record(tick: int) -> Array[PropertyEntry]:
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if not _should_record_tick(tick):
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return []
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if _skipset.is_empty():
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return _get_recorded_state_props()
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return _get_recorded_state_props().filter(func(pe): return _should_record_property(pe, tick))
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func _should_record_property(property_entry: PropertyEntry, tick: int) -> bool:
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if NetworkRollback.is_mutated(property_entry.node, tick - 1):
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return true
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if _skipset.has(property_entry.node):
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return false
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return true
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# =============================================================================
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# Shared utils, extract later
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func _get_recorded_state_props() -> Array[PropertyEntry]:
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return _state_property_config.get_properties()
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func _get_owned_state_props() -> Array[PropertyEntry]:
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return _state_property_config.get_owned_properties()
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func _get_recorded_input_props() -> Array[PropertyEntry]:
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return _input_property_config.get_owned_properties()
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func _get_owned_input_props() -> Array[PropertyEntry]:
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return _input_property_config.get_owned_properties()
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@@ -1 +0,0 @@
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uid://bn6fsqxbfhihk
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@@ -1,282 +0,0 @@
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extends Node
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class_name _RollbackHistoryTransmitter
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var root: Node
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var enable_input_broadcast: bool = true
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var full_state_interval: int
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var diff_ack_interval: int
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# Provided externally by RBS
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var _state_history: _PropertyHistoryBuffer
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var _input_history: _PropertyHistoryBuffer
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var _visibility_filter: PeerVisibilityFilter
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var _state_property_config: _PropertyConfig
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var _input_property_config: _PropertyConfig
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var _property_cache: PropertyCache
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var _skipset: _Set
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# Collaborators
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var _input_encoder: _RedundantHistoryEncoder
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var _full_state_encoder: _SnapshotHistoryEncoder
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var _diff_state_encoder: _DiffHistoryEncoder
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# State
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var _ackd_state: Dictionary = {}
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var _next_full_state_tick: int
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var _next_diff_ack_tick: int
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var _earliest_input_tick: int
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var _latest_state_tick: int
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var _is_predicted_tick: bool
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var _is_initialized: bool
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# Signals
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signal _on_transmit_state(state: Dictionary, tick: int)
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static var _logger: NetfoxLogger = NetfoxLogger._for_netfox("RollbackHistoryTransmitter")
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func get_earliest_input_tick() -> int:
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return _earliest_input_tick
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func get_latest_state_tick() -> int:
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return _latest_state_tick
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func set_predicted_tick(p_is_predicted_tick) -> void:
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_is_predicted_tick = p_is_predicted_tick
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func sync_settings(p_root: Node, p_enable_input_broadcast: bool, p_full_state_interval: int, p_diff_ack_interval: int) -> void:
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root = p_root
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enable_input_broadcast = p_enable_input_broadcast
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full_state_interval = p_full_state_interval
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diff_ack_interval = p_diff_ack_interval
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func configure(
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p_state_history: _PropertyHistoryBuffer, p_input_history: _PropertyHistoryBuffer,
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p_state_property_config: _PropertyConfig, p_input_property_config: _PropertyConfig,
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p_visibility_filter: PeerVisibilityFilter,
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p_property_cache: PropertyCache,
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p_skipset: _Set
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) -> void:
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_state_history = p_state_history
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_input_history = p_input_history
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_state_property_config = p_state_property_config
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_input_property_config = p_input_property_config
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_visibility_filter = p_visibility_filter
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_property_cache = p_property_cache
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_skipset = p_skipset
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_input_encoder = _RedundantHistoryEncoder.new(_input_history, _property_cache)
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_full_state_encoder = _SnapshotHistoryEncoder.new(_state_history, _property_cache)
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_diff_state_encoder = _DiffHistoryEncoder.new(_state_history, _property_cache)
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_is_initialized = true
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reset()
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func reset() -> void:
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_ackd_state.clear()
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_latest_state_tick = NetworkTime.tick - 1
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_earliest_input_tick = NetworkTime.tick
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_next_full_state_tick = NetworkTime.tick
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_next_diff_ack_tick = NetworkTime.tick
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# Scatter full state sends, so not all nodes send at the same tick
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if is_inside_tree():
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_next_full_state_tick += hash(root.get_path()) % maxi(1, full_state_interval)
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_next_diff_ack_tick += hash(root.get_path()) % maxi(1, diff_ack_interval)
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else:
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_next_full_state_tick += hash(root.name) % maxi(1, full_state_interval)
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_next_diff_ack_tick += hash(root.name) % maxi(1, diff_ack_interval)
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_diff_state_encoder.add_properties(_state_property_config.get_properties())
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_full_state_encoder.set_properties(_get_owned_state_props())
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_input_encoder.set_properties(_get_owned_input_props())
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func conclude_tick_loop() -> void:
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_earliest_input_tick = NetworkTime.tick
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func transmit_input(tick: int) -> void:
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if not _get_owned_input_props().is_empty():
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var input_tick: int = tick + NetworkRollback.input_delay
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var input_data := _input_encoder.encode(input_tick, _get_owned_input_props())
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var state_owning_peer := root.get_multiplayer_authority()
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NetworkRollback.register_input_submission(root, tick)
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if enable_input_broadcast:
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for peer in _visibility_filter.get_rpc_target_peers():
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_submit_input.rpc_id(peer, input_tick, input_data)
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elif state_owning_peer != multiplayer.get_unique_id():
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_submit_input.rpc_id(state_owning_peer, input_tick, input_data)
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func transmit_state(tick: int) -> void:
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if _get_owned_state_props().is_empty():
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# We don't own state, don't transmit anything
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return
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if _is_predicted_tick and not _input_property_config.get_properties().is_empty():
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# Don't transmit anything if we're predicting
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# EXCEPT when we're running inputless
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return
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# Include properties we own
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var full_state := _PropertySnapshot.new()
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for property in _get_owned_state_props():
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if _should_broadcast(property, tick):
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full_state.set_value(property.to_string(), property.get_value())
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_on_transmit_state.emit(full_state, tick)
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# No properties to send?
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if full_state.is_empty():
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return
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_latest_state_tick = max(_latest_state_tick, tick)
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var is_sending_diffs := NetworkRollback.enable_diff_states
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var is_full_state_tick := not is_sending_diffs or (full_state_interval > 0 and tick > _next_full_state_tick)
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if is_full_state_tick:
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# Broadcast new full state
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for peer in _visibility_filter.get_rpc_target_peers():
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_send_full_state(tick, peer)
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# Adjust next full state if sending diffs
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if is_sending_diffs:
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_next_full_state_tick = tick + full_state_interval
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else:
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# Send diffs to each peer
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for peer in _visibility_filter.get_visible_peers():
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var reference_tick := _ackd_state.get(peer, -1) as int
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if reference_tick < 0 or not _state_history.has(reference_tick):
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# Peer hasn't ack'd any tick, or we don't have the ack'd tick
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# Send full state
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_send_full_state(tick, peer)
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continue
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# Prepare diff
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var diff_state_data := _diff_state_encoder.encode(tick, reference_tick, _get_owned_state_props())
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if _diff_state_encoder.get_full_snapshot().size() == _diff_state_encoder.get_encoded_snapshot().size():
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# State is completely different, send full state
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_send_full_state(tick, peer)
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else:
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# Send only diff
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_submit_diff_state.rpc_id(peer, diff_state_data, tick, reference_tick)
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# Push metrics
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NetworkPerformance.push_full_state(_diff_state_encoder.get_full_snapshot())
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NetworkPerformance.push_sent_state(_diff_state_encoder.get_encoded_snapshot())
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func _should_broadcast(property: PropertyEntry, tick: int) -> bool:
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# Only broadcast if we've simulated the node
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# NOTE: _can_simulate checks mutations, but to override _skipset
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# we check first
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if NetworkRollback.is_mutated(property.node, tick - 1):
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return true
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if _skipset.has(property.node):
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return false
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if NetworkRollback.is_rollback_aware(property.node):
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return NetworkRollback.is_simulated(property.node)
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# Node is not rollback-aware, broadcast updates only if we own it
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return property.node.is_multiplayer_authority()
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func _send_full_state(tick: int, peer: int = 0) -> void:
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var full_state_snapshot := _state_history.get_snapshot(tick).as_dictionary()
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var full_state_data := _full_state_encoder.encode(tick, _get_owned_state_props())
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_submit_full_state.rpc_id(peer, full_state_data, tick)
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if peer <= 0:
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NetworkPerformance.push_full_state_broadcast(full_state_snapshot)
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NetworkPerformance.push_sent_state_broadcast(full_state_snapshot)
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else:
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NetworkPerformance.push_full_state(full_state_snapshot)
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NetworkPerformance.push_sent_state(full_state_snapshot)
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func _notification(what):
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if what == NOTIFICATION_PREDELETE:
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NetworkRollback.free_input_submission_data_for(root)
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@rpc("any_peer", "unreliable", "call_remote")
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func _submit_input(tick: int, data: Array) -> void:
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if not _is_initialized:
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# Settings not processed yet
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return
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var sender := multiplayer.get_remote_sender_id()
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var snapshots := _input_encoder.decode(data, _input_property_config.get_properties_owned_by(sender))
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var earliest_received_input = _input_encoder.apply(tick, snapshots, sender)
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if earliest_received_input >= 0:
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_earliest_input_tick = mini(_earliest_input_tick, earliest_received_input)
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NetworkRollback.register_input_submission(root, tick)
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# `serialized_state` is a serialized _PropertySnapshot
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@rpc("any_peer", "unreliable_ordered", "call_remote")
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func _submit_full_state(data: Array, tick: int) -> void:
|
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if not _is_initialized:
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# Settings not processed yet
|
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return
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|
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var sender := multiplayer.get_remote_sender_id()
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var snapshot := _full_state_encoder.decode(data, _state_property_config.get_properties_owned_by(sender))
|
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if not _full_state_encoder.apply(tick, snapshot, sender):
|
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# Invalid data
|
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return
|
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|
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_latest_state_tick = tick
|
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if NetworkRollback.enable_diff_states:
|
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_ack_full_state.rpc_id(sender, tick)
|
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|
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# State is a serialized _PropertySnapshot (Dictionary[String, Variant])
|
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@rpc("any_peer", "unreliable_ordered", "call_remote")
|
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func _submit_diff_state(data: PackedByteArray, tick: int, reference_tick: int) -> void:
|
||||
if not _is_initialized:
|
||||
# Settings not processed yet
|
||||
return
|
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|
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var sender = multiplayer.get_remote_sender_id()
|
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var diff_snapshot := _diff_state_encoder.decode(data, _state_property_config.get_properties_owned_by(sender))
|
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if not _diff_state_encoder.apply(tick, diff_snapshot, reference_tick, sender):
|
||||
# Invalid data
|
||||
return
|
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|
||||
_latest_state_tick = tick
|
||||
|
||||
if NetworkRollback.enable_diff_states:
|
||||
if diff_ack_interval > 0 and tick > _next_diff_ack_tick:
|
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_ack_diff_state.rpc_id(sender, tick)
|
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_next_diff_ack_tick = tick + diff_ack_interval
|
||||
|
||||
@rpc("any_peer", "reliable", "call_remote")
|
||||
func _ack_full_state(tick: int) -> void:
|
||||
var sender_id := multiplayer.get_remote_sender_id()
|
||||
_ackd_state[sender_id] = tick
|
||||
|
||||
_logger.trace("Peer %d ack'd full state for tick %d", [sender_id, tick])
|
||||
|
||||
@rpc("any_peer", "unreliable_ordered", "call_remote")
|
||||
func _ack_diff_state(tick: int) -> void:
|
||||
var sender_id := multiplayer.get_remote_sender_id()
|
||||
_ackd_state[sender_id] = tick
|
||||
|
||||
_logger.trace("Peer %d ack'd diff state for tick %d", [sender_id, tick])
|
||||
|
||||
# =============================================================================
|
||||
# Shared utils, extract later
|
||||
|
||||
func _get_recorded_state_props() -> Array[PropertyEntry]:
|
||||
return _state_property_config.get_properties()
|
||||
|
||||
func _get_owned_state_props() -> Array[PropertyEntry]:
|
||||
return _state_property_config.get_owned_properties()
|
||||
|
||||
func _get_recorded_input_props() -> Array[PropertyEntry]:
|
||||
return _input_property_config.get_owned_properties()
|
||||
|
||||
func _get_owned_input_props() -> Array[PropertyEntry]:
|
||||
return _input_property_config.get_owned_properties()
|
||||
@@ -1 +0,0 @@
|
||||
uid://ofadsxmvd3e3
|
||||
@@ -0,0 +1 @@
|
||||
uid://bc61m7m28c1k7
|
||||
@@ -85,7 +85,6 @@ var display_tick: int:
|
||||
## with input latency higher than network latency.
|
||||
## [br][br]
|
||||
## [i]read-only[/i], you can change this in the project settings
|
||||
|
||||
var input_delay: int:
|
||||
get:
|
||||
return _input_delay
|
||||
@@ -100,7 +99,6 @@ var input_delay: int:
|
||||
## in transmission, the next (n-1) packets will contain the data for it.
|
||||
## [br][br]
|
||||
## [i]read-only[/i], you can change this in the project settings
|
||||
|
||||
var input_redundancy: int:
|
||||
get:
|
||||
return max(1, _input_redundancy)
|
||||
@@ -168,7 +166,9 @@ var _rollback_stage: String = ""
|
||||
var _is_rollback: bool = false
|
||||
var _simulated_nodes: _Set = _Set.new()
|
||||
var _mutated_nodes: Dictionary = {}
|
||||
var _input_submissions: Dictionary = {}
|
||||
|
||||
var _earliest_input := -1
|
||||
var _earliest_state := -1
|
||||
|
||||
const _STAGE_BEFORE := "B"
|
||||
const _STAGE_PREPARE := "P"
|
||||
@@ -268,33 +268,44 @@ func is_just_mutated(target: Object, p_tick: int = tick) -> bool:
|
||||
return false
|
||||
|
||||
## Register that a node has submitted its input for a specific tick
|
||||
func register_input_submission(root_node: Node, tick: int) -> void:
|
||||
if not _input_submissions.has(root_node):
|
||||
_input_submissions[root_node] = tick
|
||||
else:
|
||||
_input_submissions[root_node] = maxi(_input_submissions[root_node], tick)
|
||||
## @deprecated
|
||||
func register_rollback_input_submission(_node: Node, _tick: int) -> void:
|
||||
pass
|
||||
|
||||
## Get the latest input tick submitted by a specific root node
|
||||
## Get the latest input tick submitted for a specific node
|
||||
## [br][br]
|
||||
## Returns [code]-1[/code] if no input was submitted for the node, ever.
|
||||
func get_latest_input_tick(root_node: Node) -> int:
|
||||
if _input_submissions.has(root_node):
|
||||
return _input_submissions[root_node]
|
||||
return -1
|
||||
func get_latest_input_tick(node: Node) -> int:
|
||||
var input_nodes := RollbackSimulationServer._get_inputs_of(node)
|
||||
var reference_tick := NetworkTime.tick
|
||||
|
||||
return NetworkHistoryServer.get_latest_input_for(input_nodes, reference_tick)
|
||||
|
||||
## Check if a node has submitted input for a specific tick (or later)
|
||||
func has_input_for_tick(root_node: Node, tick: int) -> bool:
|
||||
return _input_submissions.has(root_node) and _input_submissions[root_node] >= tick
|
||||
func has_input_for_tick(node: Node, tick: int) -> bool:
|
||||
var latest_input := get_latest_input_tick(node)
|
||||
return latest_input != -1 and latest_input >= tick
|
||||
|
||||
## Free all input submission data for a node
|
||||
## [br][br]
|
||||
## Use this once the node is freed.
|
||||
func free_input_submission_data_for(root_node: Node) -> void:
|
||||
_input_submissions.erase(root_node)
|
||||
## @deprecated
|
||||
func free_input_submission_data_for(_node: Node) -> void:
|
||||
pass
|
||||
|
||||
func _get_rollback_method(object: Object) -> Callable:
|
||||
return object._rollback_tick
|
||||
|
||||
func _ready():
|
||||
NetfoxLogger.register_tag(_get_rollback_tag)
|
||||
NetworkTime.after_tick_loop.connect(_rollback)
|
||||
NetworkTime.after_tick.connect(func(_dt, tick):
|
||||
NetworkHistoryServer._record_rollback_input(tick + input_delay)
|
||||
NetworkSynchronizationServer._synchronize_input(tick + input_delay)
|
||||
)
|
||||
|
||||
NetworkSynchronizationServer._on_input.connect(_handle_input)
|
||||
NetworkSynchronizationServer._on_state.connect(_handle_state)
|
||||
|
||||
func _exit_tree():
|
||||
NetfoxLogger.free_tag(_get_rollback_tag)
|
||||
@@ -313,6 +324,17 @@ func _rollback() -> void:
|
||||
_resim_from = NetworkTime.tick
|
||||
before_loop.emit()
|
||||
|
||||
# Figure out where to start rollback from
|
||||
var range_source = "notif"
|
||||
if _earliest_input >= 0 and _earliest_input <= _resim_from:
|
||||
range_source = "earliest input"
|
||||
_resim_from = _earliest_input
|
||||
if _earliest_state >= 0 and _earliest_state <= _resim_from:
|
||||
range_source = "latest state"
|
||||
_resim_from = _earliest_state
|
||||
_resim_from = mini(_resim_from, NetworkTime.tick - 1)
|
||||
_logger.trace("Simulating range @%d>@%d using %s", [_resim_from, NetworkTime.tick, range_source])
|
||||
|
||||
# Only set _is_rollback *after* emitting before_loop
|
||||
_is_rollback = true
|
||||
_rollback_stage = _STAGE_BEFORE
|
||||
@@ -331,6 +353,9 @@ func _rollback() -> void:
|
||||
)
|
||||
from = NetworkTime.tick - history_limit
|
||||
|
||||
_earliest_input = -1
|
||||
_earliest_state = -1
|
||||
|
||||
# for tick in from .. to:
|
||||
_rollback_from = from
|
||||
_rollback_to = to
|
||||
@@ -343,6 +368,8 @@ func _rollback() -> void:
|
||||
# Restore input and state for tick
|
||||
_rollback_stage = _STAGE_PREPARE
|
||||
on_prepare_tick.emit(tick)
|
||||
NetworkHistoryServer._restore_rollback_input(tick)
|
||||
NetworkHistoryServer._restore_rollback_state(tick)
|
||||
after_prepare_tick.emit(tick)
|
||||
|
||||
# Simulate rollback tick
|
||||
@@ -353,20 +380,43 @@ func _rollback() -> void:
|
||||
# If not: Latest input >= tick >= Earliest input
|
||||
_rollback_stage = _STAGE_SIMULATE
|
||||
on_process_tick.emit(tick)
|
||||
RollbackSimulationServer.simulate(NetworkTime.ticktime, tick)
|
||||
after_process_tick.emit(tick)
|
||||
|
||||
# Record state for tick + 1
|
||||
_rollback_stage = _STAGE_RECORD
|
||||
on_record_tick.emit(tick + 1)
|
||||
NetworkHistoryServer._record_rollback_state(tick + 1)
|
||||
NetworkSynchronizationServer._synchronize_state(tick + 1)
|
||||
|
||||
# Restore display state
|
||||
_rollback_stage = _STAGE_AFTER
|
||||
after_loop.emit()
|
||||
NetworkHistoryServer._restore_rollback_state(display_tick)
|
||||
RollbackSimulationServer._trim_ticks_simulated(history_start)
|
||||
|
||||
# Cleanup
|
||||
_mutated_nodes.clear()
|
||||
_is_rollback = false
|
||||
|
||||
func _handle_input(snapshot: _Snapshot):
|
||||
if snapshot.is_empty():
|
||||
return
|
||||
if _earliest_input < 0 or snapshot.tick < _earliest_input:
|
||||
_logger.trace("Ingested input @%d, earliest @%d->@%d", [snapshot.tick, _earliest_input, snapshot.tick])
|
||||
_earliest_input = snapshot.tick
|
||||
else:
|
||||
_logger.trace("Ingested input @%d, earliest @%d->@%d", [snapshot.tick, _earliest_input, _earliest_input])
|
||||
|
||||
func _handle_state(snapshot: _Snapshot):
|
||||
if snapshot.is_empty():
|
||||
return
|
||||
if _earliest_state < 0 or snapshot.tick < _earliest_state:
|
||||
_logger.trace("Ingested state @%d, latest @%d->@%d", [snapshot.tick, _earliest_state, snapshot.tick])
|
||||
_earliest_state = snapshot.tick
|
||||
else:
|
||||
_logger.trace("Ingested state @%d, latest @%d->@%d", [snapshot.tick, _earliest_state, _earliest_state])
|
||||
|
||||
# Insight 1:
|
||||
# state(x) = simulate(state(x - 1), input(x - 1))
|
||||
# state(x + 1) = simulate(state(x), input(x))
|
||||
|
||||
@@ -0,0 +1,121 @@
|
||||
@tool
|
||||
extends Node
|
||||
class_name PredictiveSynchronizer
|
||||
|
||||
## Similar to [RollbackSynchronizer], this class manages local variables in a
|
||||
## rollback context for predictive simulation without networking.
|
||||
##
|
||||
## This is a simplified version that focuses on local state management.
|
||||
## [br][br]
|
||||
## Like [RollbackSynchronizer], it automatically discovers nodes
|
||||
## with a [code]_rollback_tick(delta: float, tick: int)[/code]
|
||||
## method and calls them during the prediction phase.
|
||||
|
||||
## The root node for resolving node paths in properties. Defaults to the parent
|
||||
## node.
|
||||
@export var root: Node = get_parent()
|
||||
|
||||
@export_group("State")
|
||||
## Properties that define the game state.
|
||||
## [br][br]
|
||||
## State properties are recorded for each tick and restored during rollback.
|
||||
## State is restored before every rollback tick, and recorded after simulating
|
||||
## the tick.
|
||||
@export var state_properties: Array[String]
|
||||
|
||||
var _state_properties := _PropertyPool.new()
|
||||
var _sim_nodes: Array[Node] = []
|
||||
|
||||
var _properties_dirty: bool = false
|
||||
|
||||
## Process settings.
|
||||
##
|
||||
## Call this after any change to configuration.
|
||||
func process_settings() -> void:
|
||||
# Deregister all nodes we've registered previously
|
||||
for subject in _state_properties.get_subjects():
|
||||
NetworkHistoryServer.deregister(subject)
|
||||
|
||||
for node in _sim_nodes:
|
||||
RollbackSimulationServer.deregister_node(node)
|
||||
|
||||
# Gather all prediction-aware nodes to call during prediction ticks
|
||||
_sim_nodes = root.find_children("*")
|
||||
_sim_nodes.push_front(root)
|
||||
_sim_nodes = _sim_nodes.filter(func(it): return NetworkRollback.is_rollback_aware(it))
|
||||
_sim_nodes.erase(self)
|
||||
|
||||
# Keep history of state properties
|
||||
_state_properties.set_from_paths(root, state_properties)
|
||||
for subject in _state_properties.get_subjects():
|
||||
for property in _state_properties.get_properties_of(subject):
|
||||
NetworkHistoryServer.register_rollback_state(subject, property)
|
||||
|
||||
# Simulated notes to participate in rollback
|
||||
for node in _sim_nodes:
|
||||
RollbackSimulationServer.register(NetworkRollback._get_rollback_method(node))
|
||||
|
||||
func _ready() -> void:
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
|
||||
if not NetworkTime.is_initial_sync_done():
|
||||
# Wait for time sync to complete
|
||||
await NetworkTime.after_sync
|
||||
|
||||
process_settings.call_deferred()
|
||||
|
||||
func _enter_tree() -> void:
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
|
||||
if not NetworkTime.is_initial_sync_done():
|
||||
# Wait for time sync to complete
|
||||
await NetworkTime.after_sync
|
||||
process_settings.call_deferred()
|
||||
|
||||
func _reprocess_settings() -> void:
|
||||
if not _properties_dirty or Engine.is_editor_hint():
|
||||
return
|
||||
|
||||
_properties_dirty = false
|
||||
process_settings()
|
||||
|
||||
## Add a state property.
|
||||
## [br][br]
|
||||
## Settings will be automatically updated. The [param node] may be a string or
|
||||
## [NodePath] pointing to a node, or an actual [Node] instance. If the given
|
||||
## property is already tracked, this method does nothing.
|
||||
func add_state(node: Variant, property: String):
|
||||
var property_path := PropertyEntry.make_path(root, node, property)
|
||||
if not property_path or state_properties.has(property_path):
|
||||
return
|
||||
|
||||
state_properties.push_back(property_path)
|
||||
_properties_dirty = true
|
||||
_reprocess_settings.call_deferred()
|
||||
|
||||
func _notification(what: int) -> void:
|
||||
if what == NOTIFICATION_EDITOR_PRE_SAVE:
|
||||
update_configuration_warnings()
|
||||
if what == NOTIFICATION_PREDELETE:
|
||||
for node in _sim_nodes:
|
||||
RollbackSimulationServer.deregister_node(node)
|
||||
for subject in _state_properties.get_subjects():
|
||||
NetworkHistoryServer.deregister(subject)
|
||||
|
||||
func _get_configuration_warnings() -> PackedStringArray:
|
||||
if not root:
|
||||
root = get_parent()
|
||||
|
||||
# Explore state properties
|
||||
if not root:
|
||||
return ["No valid root node found!"]
|
||||
|
||||
var result := PackedStringArray()
|
||||
result.append_array(_NetfoxEditorUtils.gather_properties(root, "_get_rollback_state_properties",
|
||||
func(node, prop):
|
||||
add_state(node, prop)
|
||||
))
|
||||
|
||||
return result
|
||||
@@ -0,0 +1 @@
|
||||
uid://ct51w7rsjcxvw
|
||||
@@ -1,34 +0,0 @@
|
||||
extends RefCounted
|
||||
class_name RollbackFreshnessStore
|
||||
|
||||
## This class tracks nodes and whether they have processed any given tick during
|
||||
## a rollback.
|
||||
|
||||
# TODO: _Set
|
||||
var _data: Dictionary = {}
|
||||
|
||||
func is_fresh(node: Node, tick: int) -> bool:
|
||||
if not _data.has(tick):
|
||||
return true
|
||||
|
||||
if not _data[tick].has(node):
|
||||
return true
|
||||
|
||||
return false
|
||||
|
||||
func notify_processed(node: Node, tick: int) -> void:
|
||||
if not _data.has(tick):
|
||||
_data[tick] = {}
|
||||
|
||||
_data[tick][node] = true
|
||||
|
||||
func trim() -> void:
|
||||
while not _data.is_empty():
|
||||
var earliest_tick := _data.keys().min()
|
||||
if earliest_tick < NetworkRollback.history_start:
|
||||
_data.erase(earliest_tick)
|
||||
else:
|
||||
break
|
||||
|
||||
func clear():
|
||||
_data.clear()
|
||||
@@ -32,23 +32,11 @@ class_name RollbackSynchronizer
|
||||
## for every tick.
|
||||
## [br][br]
|
||||
## Only considered if [member _NetworkRollback.enable_diff_states] is true.
|
||||
## @deprecated: This can now be configured in the project settings.
|
||||
@export_range(0, 128, 1, "or_greater")
|
||||
var full_state_interval: int = 24
|
||||
|
||||
## Ticks to wait between unreliably acknowledging diff states.
|
||||
## [br][br]
|
||||
## This can reduce the amount of properties sent in diff states, due to clients
|
||||
## more often acknowledging received states. To avoid introducing hickups, these
|
||||
## are sent unreliably.
|
||||
## [br][br]
|
||||
## If set to 0, diff states will never be acknowledged. If set to 1, all diff
|
||||
## states will be acknowledged. If set higher, ack's will be sent regularly, but
|
||||
## not for every diff state.
|
||||
## [br][br]
|
||||
## If enabled, it's worth to tune this setting until network traffic is actually
|
||||
## reduced.
|
||||
## [br][br]
|
||||
## Only considered if [member _NetworkRollback.enable_diff_states] is true.
|
||||
## @deprecated: This is no longer used.
|
||||
@export_range(0, 128, 1, "or_greater")
|
||||
var diff_ack_interval: int = 0
|
||||
|
||||
@@ -62,74 +50,95 @@ var diff_ack_interval: int = 0
|
||||
## This will broadcast input to all peers, turning this off will limit to
|
||||
## sending it to the server only. Turning this off is recommended to save
|
||||
## bandwidth and reduce cheating risks.
|
||||
## @deprecated: This can now be configured in the project settings.
|
||||
@export var enable_input_broadcast: bool = true
|
||||
|
||||
# Make sure this exists from the get-go, just not in the scene tree
|
||||
## Decides which peers will receive updates
|
||||
var visibility_filter := PeerVisibilityFilter.new()
|
||||
|
||||
var _state_property_config: _PropertyConfig = _PropertyConfig.new()
|
||||
var _input_property_config: _PropertyConfig = _PropertyConfig.new()
|
||||
var _nodes: Array[Node] = []
|
||||
|
||||
var _simset: _Set = _Set.new()
|
||||
var _skipset: _Set = _Set.new()
|
||||
var _state_properties := _PropertyPool.new()
|
||||
var _input_properties := _PropertyPool.new()
|
||||
var _sim_nodes := [] as Array[Node]
|
||||
var _schema_nodes := _Set.new()
|
||||
|
||||
var _properties_dirty: bool = false
|
||||
|
||||
var _property_cache := PropertyCache.new(root)
|
||||
var _freshness_store := RollbackFreshnessStore.new()
|
||||
|
||||
var _states := _PropertyHistoryBuffer.new()
|
||||
var _inputs := _PropertyHistoryBuffer.new()
|
||||
var _last_simulated_tick: int
|
||||
|
||||
var _has_input: bool
|
||||
var _input_tick: int
|
||||
var _is_predicted_tick: bool
|
||||
|
||||
static var _logger: NetfoxLogger = NetfoxLogger._for_netfox("RollbackSynchronizer")
|
||||
|
||||
# Composition
|
||||
var _history_transmitter: _RollbackHistoryTransmitter
|
||||
var _history_recorder: _RollbackHistoryRecorder
|
||||
|
||||
## Process settings.
|
||||
##
|
||||
## [br][br]
|
||||
## Call this after any change to configuration. Updates based on authority too
|
||||
## ( calls process_authority ).
|
||||
func process_settings() -> void:
|
||||
# Deregister simulated, state and input nodes
|
||||
for node in _sim_nodes + _state_properties.get_subjects() + _input_properties.get_subjects():
|
||||
RollbackSimulationServer.deregister_node(node)
|
||||
_sim_nodes.clear()
|
||||
|
||||
# Clear
|
||||
_property_cache.root = root
|
||||
_property_cache.clear()
|
||||
_freshness_store.clear()
|
||||
|
||||
_nodes.clear()
|
||||
|
||||
_states.clear()
|
||||
_inputs.clear()
|
||||
process_authority()
|
||||
|
||||
# Gather all rollback-aware nodes to simulate during rollbacks
|
||||
_nodes = root.find_children("*")
|
||||
_nodes.push_front(root)
|
||||
_nodes = _nodes.filter(func(it): return NetworkRollback.is_rollback_aware(it))
|
||||
_nodes.erase(self)
|
||||
var nodes := root.find_children("*") as Array[Node]
|
||||
nodes.push_front(root)
|
||||
nodes = nodes.filter(func(it): return NetworkRollback.is_rollback_aware(it))
|
||||
nodes.erase(self)
|
||||
|
||||
_history_transmitter.sync_settings(root, enable_input_broadcast, full_state_interval, diff_ack_interval)
|
||||
_history_transmitter.configure(_states, _inputs, _state_property_config, _input_property_config, visibility_filter, _property_cache, _skipset)
|
||||
_history_recorder.configure(_states, _inputs, _state_property_config, _input_property_config, _property_cache, _skipset)
|
||||
# Register simulation callbacks
|
||||
for node in nodes:
|
||||
RollbackSimulationServer.register(NetworkRollback._get_rollback_method(node))
|
||||
_sim_nodes.append(node)
|
||||
|
||||
# Both simulated and state nodes depend on all inputs
|
||||
# TODO(#564): Write tests for setups where a node is synchronized but not simulated
|
||||
for node in nodes + _state_properties.get_subjects():
|
||||
for input_node in _input_properties.get_subjects():
|
||||
RollbackSimulationServer.register_rollback_input_for(node, input_node)
|
||||
|
||||
# Register identifiers
|
||||
for node in _state_properties.get_subjects() + _input_properties.get_subjects():
|
||||
NetworkIdentityServer.register_node(node)
|
||||
|
||||
# Register visibility filter
|
||||
for node in _state_properties.get_subjects():
|
||||
NetworkSynchronizationServer.register_visibility_filter(node, visibility_filter)
|
||||
|
||||
## Process settings based on authority.
|
||||
##
|
||||
## [br][br]
|
||||
## Call this whenever the authority of any of the nodes managed by
|
||||
## RollbackSynchronizer changes. Make sure to do this at the same time on all
|
||||
## peers.
|
||||
func process_authority():
|
||||
_state_property_config.local_peer_id = multiplayer.get_unique_id()
|
||||
_input_property_config.local_peer_id = multiplayer.get_unique_id()
|
||||
# Deregister all recorded properties
|
||||
for node in _state_properties.get_subjects():
|
||||
for property in _state_properties.get_properties_of(node):
|
||||
NetworkHistoryServer.deregister_rollback_state(node, property)
|
||||
NetworkSynchronizationServer.deregister_rollback_state(node, property)
|
||||
|
||||
_state_property_config.set_properties_from_paths(state_properties, _property_cache)
|
||||
_input_property_config.set_properties_from_paths(input_properties, _property_cache)
|
||||
for node in _input_properties.get_subjects():
|
||||
for property in _input_properties.get_properties_of(node):
|
||||
NetworkHistoryServer.deregister_rollback_input(node, property)
|
||||
NetworkSynchronizationServer.deregister_rollback_input(node, property)
|
||||
|
||||
# Process authority
|
||||
_state_properties.set_from_paths(root, state_properties)
|
||||
_input_properties.set_from_paths(root, input_properties)
|
||||
|
||||
# Register new recorded properties
|
||||
for node in _state_properties.get_subjects():
|
||||
for property in _state_properties.get_properties_of(node):
|
||||
NetworkHistoryServer.register_rollback_state(node, property)
|
||||
NetworkSynchronizationServer.register_rollback_state(node, property)
|
||||
|
||||
for node in _input_properties.get_subjects():
|
||||
for property in _input_properties.get_properties_of(node):
|
||||
NetworkHistoryServer.register_rollback_input(node, property)
|
||||
NetworkSynchronizationServer.register_rollback_input(node, property)
|
||||
|
||||
## Add a state property.
|
||||
## [br][br]
|
||||
@@ -159,42 +168,77 @@ func add_input(node: Variant, property: String) -> void:
|
||||
_properties_dirty = true
|
||||
_reprocess_settings.call_deferred()
|
||||
|
||||
## Set the schema for transmitting properties over the network.
|
||||
## [br][br]
|
||||
## The [param schema] must be a dictionary, with the keys being property path
|
||||
## strings, and the values are the associated [NetworkSchemaSerializer] objects.
|
||||
## Properties are interpreted relative to the [member root] node. The schema can
|
||||
## contain both state and input properties. Properties not specified in the
|
||||
## schema will use a generic fallback serializer. By using the right serializer
|
||||
## for the right property, bandwidth usage can be lowered.
|
||||
## [br][br]
|
||||
## See [NetworkSchemas] for many common serializers.
|
||||
## [br][br]
|
||||
## Example:
|
||||
## [codeblock]
|
||||
## rollback_synchronizer.set_schema({
|
||||
## ":transform": NetworkSchemas.transform3f32(),
|
||||
## ":velocity": NetworkSchemas.vec3f32(),
|
||||
## "Input:movement": NetworkSchemas.vec3f32()
|
||||
## })
|
||||
## [/codeblock]
|
||||
func set_schema(schema: Dictionary) -> void:
|
||||
# Remove previous schema
|
||||
for node in _schema_nodes:
|
||||
NetworkSynchronizationServer.deregister_schema_for(node)
|
||||
_schema_nodes.clear()
|
||||
|
||||
# Register new schema
|
||||
for prop in schema:
|
||||
var prop_entry := PropertyEntry.parse(root, prop)
|
||||
var serializer := schema[prop] as NetworkSchemaSerializer
|
||||
NetworkSynchronizationServer.register_schema(prop_entry.node, prop_entry.property, serializer)
|
||||
_schema_nodes.add(prop_entry.node)
|
||||
|
||||
## Check if input is available for the current tick.
|
||||
##
|
||||
## [br][br]
|
||||
## This input is not always current, it may be from multiple ticks ago.
|
||||
## [br][br]
|
||||
## Returns true if input is available.
|
||||
func has_input() -> bool:
|
||||
return _has_input
|
||||
return get_input_age() >= 0
|
||||
|
||||
## Get the age of currently available input in ticks.
|
||||
##
|
||||
## [br][br]
|
||||
## The available input may be from the current tick, or from multiple ticks ago.
|
||||
## This number of tick is the input's age.
|
||||
## [br][br]
|
||||
## Calling this when [member has_input] is false will yield an error.
|
||||
func get_input_age() -> int:
|
||||
if has_input():
|
||||
return NetworkRollback.tick - _input_tick
|
||||
else:
|
||||
_logger.error("Trying to check input age without having input!")
|
||||
return -1
|
||||
return NetworkHistoryServer.get_input_age_for(_input_properties.get_subjects(), NetworkRollback.tick)
|
||||
|
||||
## Check if the current tick is predicted.
|
||||
##
|
||||
## [br][br]
|
||||
## A tick becomes predicted if there's no up-to-date input available. It will be
|
||||
## simulated and recorded, but will not be broadcast, nor considered
|
||||
## authoritative.
|
||||
func is_predicting() -> bool:
|
||||
return _is_predicted_tick
|
||||
if RollbackSimulationServer.get_simulated_object() != null:
|
||||
# An object is being simulated, check if it's predicted
|
||||
return RollbackSimulationServer.is_predicting_current()
|
||||
else:
|
||||
# We're outside of simulation, predicting if we don't have current input
|
||||
return get_input_age() != 0
|
||||
|
||||
## Ignore a node's prediction for the current rollback tick.
|
||||
##
|
||||
## [br][br]
|
||||
## Call this when the input is too old to base predictions on. This call is
|
||||
## ignored if [member enable_prediction] is false.
|
||||
func ignore_prediction(node: Node) -> void:
|
||||
if enable_prediction:
|
||||
_skipset.add(node)
|
||||
# Not needed, netfox records properties as non-auth if predicting
|
||||
# Once the data is received from the owner, it won't be overwritten by
|
||||
# predictions.
|
||||
#
|
||||
# This method may see some use again, otherwise it will be deprecated.
|
||||
pass
|
||||
|
||||
## Get the tick of the last known input.
|
||||
## [br][br]
|
||||
@@ -208,11 +252,7 @@ func ignore_prediction(node: Node) -> void:
|
||||
## [br][br]
|
||||
## Returns -1 if there's no known input.
|
||||
func get_last_known_input() -> int:
|
||||
# If we own input, it is updated regularly, this will be the current tick
|
||||
# If we don't own input, _inputs is only updated when input data is received
|
||||
if not _inputs.is_empty():
|
||||
return _inputs.keys().max()
|
||||
return -1
|
||||
return NetworkHistoryServer.get_latest_input_for(_input_properties.get_subjects(), NetworkTime.tick)
|
||||
|
||||
## Get the tick of the last known state.
|
||||
## [br][br]
|
||||
@@ -221,10 +261,7 @@ func get_last_known_input() -> int:
|
||||
## data may change as new input arrives. For peers that don't own state, this
|
||||
## will be the tick of the latest state received from the state owner.
|
||||
func get_last_known_state() -> int:
|
||||
# If we own state, this will be updated when recording and broadcasting
|
||||
# state, this will be the current tick
|
||||
# If we don't own state, this will be updated when state data is received
|
||||
return _history_transmitter.get_latest_state_tick()
|
||||
return NetworkHistoryServer.get_state_age_for(_state_properties.get_subjects(), NetworkTime.tick)
|
||||
|
||||
func _ready() -> void:
|
||||
if Engine.is_editor_hint():
|
||||
@@ -235,60 +272,17 @@ func _ready() -> void:
|
||||
await NetworkTime.after_sync
|
||||
|
||||
process_settings.call_deferred()
|
||||
|
||||
func _connect_signals() -> void:
|
||||
NetworkTime.before_tick.connect(_before_tick)
|
||||
NetworkTime.after_tick.connect(_after_tick)
|
||||
|
||||
NetworkRollback.on_prepare_tick.connect(_on_prepare_tick)
|
||||
NetworkRollback.on_process_tick.connect(_process_tick)
|
||||
NetworkRollback.on_record_tick.connect(_on_record_tick)
|
||||
|
||||
NetworkRollback.before_loop.connect(_before_rollback_loop)
|
||||
NetworkRollback.after_loop.connect(_after_rollback_loop)
|
||||
|
||||
func _disconnect_signals() -> void:
|
||||
NetworkTime.before_tick.disconnect(_before_tick)
|
||||
NetworkTime.after_tick.disconnect(_after_tick)
|
||||
|
||||
NetworkRollback.on_prepare_tick.disconnect(_on_prepare_tick)
|
||||
NetworkRollback.on_process_tick.disconnect(_process_tick)
|
||||
NetworkRollback.on_record_tick.disconnect(_on_record_tick)
|
||||
|
||||
NetworkRollback.before_loop.disconnect(_before_rollback_loop)
|
||||
NetworkRollback.after_loop.disconnect(_after_rollback_loop)
|
||||
|
||||
func _before_tick(_dt: float, tick: int) -> void:
|
||||
_history_recorder.apply_state(tick)
|
||||
|
||||
func _after_tick(_dt: float, tick: int) -> void:
|
||||
_history_recorder.record_input(tick)
|
||||
_history_transmitter.transmit_input(tick)
|
||||
_history_recorder.trim_history()
|
||||
_freshness_store.trim()
|
||||
|
||||
func _before_rollback_loop() -> void:
|
||||
_notify_resim()
|
||||
|
||||
func _on_prepare_tick(tick: int) -> void:
|
||||
_history_recorder.apply_tick(tick)
|
||||
_prepare_tick_process(tick)
|
||||
|
||||
func _process_tick(tick: int) -> void:
|
||||
_run_rollback_tick(tick)
|
||||
_push_simset_metrics()
|
||||
|
||||
func _on_record_tick(tick: int) -> void:
|
||||
_history_recorder.record_state(tick)
|
||||
_history_transmitter.transmit_state(tick)
|
||||
|
||||
func _after_rollback_loop() -> void:
|
||||
_history_recorder.apply_display_state()
|
||||
_history_transmitter.conclude_tick_loop()
|
||||
multiplayer.connected_to_server.connect(process_settings)
|
||||
|
||||
func _notification(what: int) -> void:
|
||||
if what == NOTIFICATION_EDITOR_PRE_SAVE:
|
||||
update_configuration_warnings()
|
||||
elif what == NOTIFICATION_PREDELETE:
|
||||
for node in _sim_nodes + _state_properties.get_subjects() + _input_properties.get_subjects():
|
||||
RollbackSimulationServer.deregister_node(node)
|
||||
NetworkSynchronizationServer.deregister(node)
|
||||
NetworkIdentityServer.deregister_node(node)
|
||||
NetworkHistoryServer.deregister(node)
|
||||
|
||||
func _get_configuration_warnings() -> PackedStringArray:
|
||||
if not root:
|
||||
@@ -321,131 +315,14 @@ func _enter_tree() -> void:
|
||||
if not visibility_filter.get_parent():
|
||||
add_child(visibility_filter)
|
||||
|
||||
if _history_transmitter == null:
|
||||
_history_transmitter = _RollbackHistoryTransmitter.new()
|
||||
add_child(_history_transmitter, true)
|
||||
_history_transmitter.set_multiplayer_authority(get_multiplayer_authority())
|
||||
|
||||
if _history_recorder == null:
|
||||
_history_recorder = _RollbackHistoryRecorder.new()
|
||||
|
||||
if not NetworkTime.is_initial_sync_done():
|
||||
# Wait for time sync to complete
|
||||
await NetworkTime.after_sync
|
||||
_connect_signals.call_deferred()
|
||||
process_settings.call_deferred()
|
||||
|
||||
func _exit_tree() -> void:
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
|
||||
_disconnect_signals()
|
||||
|
||||
func _notify_resim() -> void:
|
||||
if _get_owned_input_props().is_empty():
|
||||
# We don't have any inputs we own, simulate from earliest we've received
|
||||
NetworkRollback.notify_resimulation_start(_history_transmitter.get_earliest_input_tick())
|
||||
else:
|
||||
# We own inputs, simulate from latest authorative state
|
||||
NetworkRollback.notify_resimulation_start(_history_transmitter.get_latest_state_tick())
|
||||
|
||||
func _prepare_tick_process(tick: int) -> void:
|
||||
_history_recorder.set_latest_state_tick(_history_transmitter._latest_state_tick)
|
||||
|
||||
# Save data for input prediction
|
||||
var retrieved_tick := _inputs.get_closest_tick(tick)
|
||||
|
||||
# These are used as input for input age ( i.e. do we even have input, and if so, how old? )
|
||||
_has_input = retrieved_tick != -1
|
||||
_input_tick = retrieved_tick
|
||||
|
||||
# Used to explicitly determine if this is a predicted tick
|
||||
# ( even if we could grab *some* input )
|
||||
_is_predicted_tick = _is_predicted_tick_for(null, tick)
|
||||
_history_transmitter.set_predicted_tick(_is_predicted_tick)
|
||||
|
||||
# Reset the set of simulated and ignored nodes
|
||||
_simset.clear()
|
||||
_skipset.clear()
|
||||
|
||||
# Gather nodes that can be simulated
|
||||
for node in _nodes:
|
||||
if _can_simulate(node, tick):
|
||||
NetworkRollback.notify_simulated(node)
|
||||
|
||||
func _can_simulate(node: Node, tick: int) -> bool:
|
||||
if not enable_prediction and _is_predicted_tick_for(node, tick):
|
||||
# Don't simulate if prediction is not allowed and tick is predicted
|
||||
return false
|
||||
if NetworkRollback.is_mutated(node, tick):
|
||||
# Mutated nodes are always resimulated
|
||||
return true
|
||||
if input_properties.is_empty():
|
||||
# If we're running inputless and own the node, simulate it if we haven't
|
||||
if node.is_multiplayer_authority():
|
||||
return tick > _last_simulated_tick
|
||||
# If we're running inputless and don't own the node, only run as prediction
|
||||
return enable_prediction
|
||||
if node.is_multiplayer_authority():
|
||||
# Simulate from earliest input
|
||||
# Don't simulate frames we don't have input for
|
||||
return tick >= _history_transmitter.get_earliest_input_tick()
|
||||
else:
|
||||
# Simulate ONLY if we have state from server
|
||||
# Simulate from latest authorative state - anything the server confirmed we don't rerun
|
||||
# Don't simulate frames we don't have input for
|
||||
return tick >= _history_transmitter.get_latest_state_tick()
|
||||
|
||||
# `node` can be set to null, in case we're not simulating a specific node
|
||||
func _is_predicted_tick_for(node: Node, tick: int) -> bool:
|
||||
if input_properties.is_empty() and node != null:
|
||||
# We're running without inputs
|
||||
# It's only predicted if we don't own the node
|
||||
return not node.is_multiplayer_authority()
|
||||
else:
|
||||
# We have input properties, it's only predicted if we don't have the input for the tick
|
||||
return not _inputs.has(tick)
|
||||
|
||||
func _run_rollback_tick(tick: int) -> void:
|
||||
# Simulate rollback tick
|
||||
# Method call on rewindables
|
||||
# Rollback synchronizers go through each node they manage
|
||||
# If current tick is in node's range, tick
|
||||
# If authority: Latest input >= tick >= Latest state
|
||||
# If not: Latest input >= tick >= Earliest input
|
||||
for node in _nodes:
|
||||
if not NetworkRollback.is_simulated(node):
|
||||
continue
|
||||
|
||||
var is_fresh := _freshness_store.is_fresh(node, tick)
|
||||
_is_predicted_tick = _is_predicted_tick_for(node, tick)
|
||||
NetworkRollback.process_rollback(node, NetworkTime.ticktime, tick, is_fresh)
|
||||
|
||||
if _skipset.has(node):
|
||||
continue
|
||||
|
||||
_freshness_store.notify_processed(node, tick)
|
||||
_simset.add(node)
|
||||
|
||||
func _push_simset_metrics():
|
||||
# Push metrics
|
||||
NetworkPerformance.push_rollback_nodes_simulated(_simset.size())
|
||||
|
||||
func _reprocess_settings() -> void:
|
||||
if not _properties_dirty or Engine.is_editor_hint():
|
||||
return
|
||||
|
||||
_properties_dirty = false
|
||||
process_settings()
|
||||
|
||||
func _get_recorded_state_props() -> Array[PropertyEntry]:
|
||||
return _state_property_config.get_properties()
|
||||
|
||||
func _get_owned_state_props() -> Array[PropertyEntry]:
|
||||
return _state_property_config.get_owned_properties()
|
||||
|
||||
func _get_recorded_input_props() -> Array[PropertyEntry]:
|
||||
return _input_property_config.get_owned_properties()
|
||||
|
||||
func _get_owned_input_props() -> Array[PropertyEntry]:
|
||||
return _input_property_config.get_owned_properties()
|
||||
|
||||
Reference in New Issue
Block a user