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4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 695e4db5cd | |||
| c5b6b05801 | |||
| ef4e4ccb80 | |||
| 7db8434f7e |
@@ -129,6 +129,12 @@ func _process(_delta: float):
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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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# DEBUG: Show input state in window title
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if _is_local and input:
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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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get_window().title = "TS [mv=%.1f,%.1f] [sl=%s%s%s%s] [fire=%s]" % [mx, mz, input.slot_1, input.slot_2, input.slot_3, input.slot_4, input.fire_held]
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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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@@ -164,10 +164,6 @@ func _rollback_tick(delta: float, tick: int, _is_fresh: bool):
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# We process weapon actions anyway — the server reconciles via rollback.
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# Only skip if the player is dead or frozen (checked below).
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# Skip if player dead
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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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@@ -413,8 +409,3 @@ 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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@@ -72,24 +72,34 @@ 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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# Force window focus for keyboard input (Windows GUI apps need this)
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_ensure_input_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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func _ensure_input_focus() -> void:
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## Force the game window to have keyboard focus and captured mouse.
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## On Windows GUI exports, the window may not hold keyboard focus after
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## the connection UI is dismissed, causing Input.get_axis() to return 0.
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OS.move_to_foreground()
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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# Deferred retry after window settles
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get_window().call_deferred("grab_focus")
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Input.call_deferred("set_mouse_mode", Input.MOUSE_MODE_CAPTURED)
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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(__):
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connect_ui.hide()
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get_window().grab_focus()
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_ensure_input_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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_ensure_input_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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@@ -1 +0,0 @@
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uid://4mlr8ca8nlg7
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@@ -1 +0,0 @@
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uid://h5lroui7prfv
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