feat: implement client-side prediction and reconciliation system
Add client-side prediction (t_p1_pred) with: - scripts/network/snapshot.gd — lightweight snapshot resource with to_dict/from_dict serialization for RPC. Stores position (Vector3), rotation (Quaternion), velocity (Vector3), grounded (bool). - scripts/network/client_prediction.gd — prediction/reconciliation controller. 64-entry ring buffer of local snapshots, sends inputs to server each physics tick (128Hz, ENet channel 0), detects misprediction on server state arrival, rewinds and re-applies unconfirmed inputs. Also supports remote player interpolation. - scripts/network/network_manager.gd — new RPC endpoints for client prediction: send_client_input (client->server, ch 0) and send_server_state (server->client, ch 1). New signals for routing. - client/characters/character/fps_character_controller.gd — prediction hooks in _physics_process: on_before_tick() captures pre-input snapshot, on_after_tick() sends input to server. Client prediction path uses local movement (instant feedback) instead of reading from SimulationServer entity. Architecture: Each tick: client applies input → predicts new state locally → sends input to server → server returns authoritative state → client compares and reconciles if mismatch.
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@@ -88,6 +88,12 @@ var _input_sequence: int = 0
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## Cached input dictionary (avoids alloc per frame).
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var _input_dict: Dictionary = {}
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## Prediction controller reference (set by ClientPrediction system).
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## When non-null and prediction_enabled, the controller uses client-side
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## prediction with local movement for instant feedback instead of
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## reading position from the SimulationServer entity directly.
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var _prediction: Node = null
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## Mouse capture state.
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var _mouse_captured: bool = false
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var _mouse_clicked_this_frame: bool = false
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@@ -193,6 +199,12 @@ func _unhandled_input(event: InputEvent) -> void:
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# ---------------------------------------------------------------------------
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func _physics_process(delta: float) -> void:
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# PREDICTION HOOK: capture pre-input state snapshot.
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# Must be called BEFORE any input processing or movement so the
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# snapshot represents the state at the start of this tick.
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if _prediction and _prediction.prediction_enabled:
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_prediction.on_before_tick()
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# 1. Capture input state
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var input_dir := _get_move_direction()
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var jump_pressed := Input.is_action_just_pressed(&"jump")
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@@ -249,19 +261,24 @@ func _physics_process(delta: float) -> void:
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if should_fire:
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_server.fire_weapon(entity_id)
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# 6. Send input to simulation server
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if _server != null and entity_id >= 0:
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# Build input for SimulationServer (mutate cached dict to avoid alloc)
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_input_dict["move_direction"] = input_dir
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_input_dict["look_yaw"] = rad_to_deg(_yaw)
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_input_dict["look_pitch"] = rad_to_deg(_pitch)
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_input_dict["jump"] = jump_pressed
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_input_dict["crouch"] = _crouch_active
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_input_dict["sprint"] = _sprint_active
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_input_dict["shoot"] = should_fire
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_input_dict["aim"] = aim_pressed
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_input_dict["input_sequence"] = _input_sequence
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# 6. Build input dictionary (all modes — mutate cached dict to avoid alloc)
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_input_dict["move_direction"] = input_dir
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_input_dict["look_yaw"] = rad_to_deg(_yaw)
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_input_dict["look_pitch"] = rad_to_deg(_pitch)
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_input_dict["jump"] = jump_pressed
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_input_dict["crouch"] = _crouch_active
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_input_dict["sprint"] = _sprint_active
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_input_dict["shoot"] = should_fire
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_input_dict["aim"] = aim_pressed
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_input_dict["input_sequence"] = _input_sequence
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# 6b. Route input to appropriate handler.
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if _prediction and _prediction.prediction_enabled:
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# Client prediction: input sending is handled by the prediction
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# controller's on_after_tick() call at the end of this function.
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pass
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elif _server != null and entity_id >= 0:
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# Listen server: send to local SimulationServer.
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_server.apply_input(entity_id, _input_dict)
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# Check for hit feedback from last tick
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@@ -271,16 +288,20 @@ func _physics_process(delta: float) -> void:
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var hit_pos := Vector3.ZERO # approximate — we don't have exact world hit position from server yet
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_weapon.on_hit_confirmed(hit_pos, hit_result.get("damage", 0.0), hit_result.get("killed", false))
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_input_sequence += 1
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_input_sequence += 1
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# 7. Read server state back (for local simulation / listen server)
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# The SimulationServer.tick() call happens in the game manager / network layer.
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# Here we optionally read the entity's canonical position from the server.
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# NOTE: On a dedicated client, position comes from the network replication
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# layer (server snapshot), not from direct server entity access.
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# On a listen server (host+client same process) or in standalone mode,
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# reading position directly from the server entity is correct.
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if _server != null and entity_id >= 0:
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# 7. Update position.
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# Architecture:
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# - Client prediction: do local CharacterBody3D movement (instant feedback),
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# the prediction controller handles reconciliation when authoritative
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# server state arrives.
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# - Listen server: read authoritative position from SimulationServer entity.
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# - Standalone (no server): fallback CharacterBody3D movement.
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if _prediction and _prediction.prediction_enabled:
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# Client prediction path — local movement for instant feedback.
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_move_local(input_dir, delta, jump_pressed)
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elif _server != null and entity_id >= 0:
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# Listen server: read from SimulationServer entity.
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var entity = _server.get_entity(entity_id)
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if entity != null and entity.is_alive():
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# Server position is ground truth — apply it to the visual body
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@@ -290,6 +311,12 @@ func _physics_process(delta: float) -> void:
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# Standalone mode: do local CharacterBody3D physics
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_move_local(input_dir, delta, jump_pressed)
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# PREDICTION HOOK: post-tick — send input to server via RPC.
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# Must be called AFTER local movement so the prediction controller
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# can send the input that produced this tick's movement.
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if _prediction and _prediction.prediction_enabled:
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_prediction.on_after_tick(_input_dict)
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# ---------------------------------------------------------------------------
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# Local movement (standalone / no-server fallback)
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@@ -395,6 +422,13 @@ func set_entity_id(id: int) -> void:
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entity_id = id
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## Set the prediction controller for client-side prediction/reconciliation.
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## The prediction node must have on_before_tick() / on_after_tick() methods.
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## Typically a ClientPrediction instance added as a child or sibling.
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func set_prediction(prediction_node: Node) -> void:
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_prediction = prediction_node
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## Get current crouch amount (0.0 = standing, 1.0 = fully crouched).
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func get_crouch_amount() -> float:
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return _crouch_current
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