# RewindableStateMachine Rollback-aware state machine implementation. State machines are often used in games to implement different behaviors. However, most implementations are not prepared for rollbacks. This class provides an extensible implementation that can be used alongside a [RollbackSynchronizer]. For a full example, see [multiplayer-state-machine]. ## Creating a state machine The first step is to add the RewindableStateMachine to your scene. It also requires a RollbackSynchronizer that manages its `state` property. Unless these conditions are satisfied, an editor warning will be displayed. !!!note Editor warnings are only updated when the node tree changes. Configuration changes don't trigger an update. You may need to reload the scene after fixing a warning, or make a tree change, like deleting and re-adding a node by cutting and pasting. ![RewindableStateMachine with RollbackSynchronizer](../assets/rewindable-state-machine-rollback.png) Notice the RollbackSynchronizer added as a sibling to the RewindableStateMachine, and having its `state` property configured. ## Implementing states States are where the custom gameplay logic can be implemented. Each state must be an extension of the RewindableState class, and added as a child to the RewindableStateMachine. States react to the game world using the following callbacks: `tick(delta, tick, is_fresh)` : Called for every rollback tick the state is active. `enter(previous_state, tick)` : Called when entering the state. `exit(next_state, tick)` : Called when exiting the state. `can_enter(previous_state)` : Called before entering the state. The state is only entered if this method returns true. `display_enter(previous_state, tick)` : Called before displaying the state. `display_exit(next_state, tick)` : Called before displaying a different state. You can override any of these callbacks to implement your custom behaviors. For example, the snippet below implements an idle state, that transitions to other states based on movement inputs: ```gdscript extends RewindableState @export var input: PlayerInputStateMachine func tick(delta, tick, is_fresh): if input.movement != Vector3.ZERO: state_machine.transition(&"Move") elif input.jump: state_machine.transition(&"Jump") ``` Transitions are based on *node names*, i.e. calling `transition(&"Move")` will transition to a state node called *Move*. ![RewindableStates under a state machine](../assets/rewindable-state-children.png) States must be added as children under a RewindableStateMachine to work. ## Using signals instead of classes *RewindableState* nodes also emit signals during their lifetime. This enables an alternate style of implementing states, by connecting handlers to different signals. This can be useful if you want to keep all your logic in a single script, among others. Each of these signals correspond to a callback explained above: * `on_enter()` → `enter()` * `on_tick()` → `tick()` * `on_exit()` → `exit()` * `on_display_enter()` → `display_enter()` * `on_display_exit()` → `display_exit()` ## Adding states Once implemented, add the state nodes as children of the *RewindableStateMachine* in the Scene Tree. When doing this programmatically, make sure to set the state's `owner` to the target *RewindableStateMachine*. Without the owner set, the *RewindableStateMachine* won't recognize the state. ## Display State vs State There's two sets of callbacks for state transition - `enter()`/`exit()` and `display_enter()`/`display_exit()`. The `enter()`/`exit()` callbacks are intended for implementing game logic. The `display_enter()`/`display_exit()` are intended for implementing presentation logic - visuals, animations, sound effects, etc. The same applies to `on_state_changed` vs. `on_display_state_changed`. Let's take an example. The game is currently on tick @8. It needs to re-run ticks @0 to @8 during rollback. In these ticks, the player moves a bit, performs a jump, and then stops after moving a bit more: ```puml @startuml concise "Player" as P @0 P is Idle @1 P is Moving @3 P is Jumping @5 P is Moving @8 P is Idle @enduml ``` This will trigger the following state changes: * Tick@1: Idle → Moving * Tick@3: Moving → Jumping * Tick@5: Jumping → Moving * Tick@8: Moving → Idle For each of the above, the `on_state_changed` signal will be emitted, and the `enter()`/`exit()` callbacks will be triggered. This makes the above callbacks ideal for game logic, e.g. adding an upward velocity to the player when they enter the `Jumping` state. Note that the *displayed* state does not change. Before the rollback loop, the player's state was `Idle`. After the rollback loop, the player's state is also `Idle`. Even though the player has ran and performed a jump, it wouldn't make sense to change their animation or play any sound effect. Let's take a different rollback example: ```puml @startuml concise "Player" as P @5 P is Moving @8 P is Idle @9 P is Jumping @enduml ``` In this case, the display state *did* change. Before the rollback loop, the player's state was `Moving`. After the rollback loop, the player's state is `Jumping`. It would make sense to change the player's animation and play a jumping sound effect. This can be done by using the display state callbacks - the `on_display_state_changed` signal, and the `display_enter()`/`display_exit()` methods. ## Caveats RewindableStateMachine runs in the [rollback tick loop], which means that all the [Rollback Caveats] apply. In addition, rollback ticks are only ran for nodes that have known inputs for the given tick, and *need* to be simulated - either on the server to determine the new state, or on the client to predict. In practice, ticks are usually only ran on the host owning state and the client owning inputs. The rest of the peers use the state broadcast by the host. **This means that transition callbacks are not always ran.** This is by design and expected ( see [#327] ). As a best practice, in the `enter()`, `exit()` callbacks and the `on_state_changed` signal, only change game state - i.e. properties that are configured as state in [RollbackSynchronizer]. To update visuals - e.g. change animation, spawn effects, etc. -, use either the `on_display_state_changed` signal, or the `display_enter()` and `display_exit()` callbacks to react to state transitions. [multiplayer-state-machine]: https://github.com/foxssake/netfox/tree/main/examples/multiplayer-state-machine [RollbackSynchronizer]: ../../netfox/nodes/rollback-synchronizer.md [rollback tick loop]: ../../netfox/guides/network-rollback.md#network-rollback-loop [Rollback Caveats]: ../../netfox/tutorials/rollback-caveats.md [#327]: https://github.com/foxssake/netfox/issues/327#issuecomment-2491251374