e7299b17e9
Stack installed: - netfox v1.35.3 (core + extras + noray + internals) - godot-jolt v0.16.0-stable Architecture: - Server: ENet transport (works headless, no netfox deps) - Client/Editor: netfox rollback (RollbackSynchronizer, TickInterpolator) New/modified: - docs/migration-netfox-plan.md — migration architecture - scripts/network/network_manager.gd — netfox-aware ENet fallback - scripts/network/player.gd — clean base player - client/characters/player_netfox.gd — rollback player w/ WeaponManager - client/characters/input/player_net_input.gd — BaseNetInput subclass - client/characters/character/fps_character_controller.gd — netfox input feed - client/weapons/ — weapon data, registry, TacticalWeaponHitscan, WeaponManager - client/scripts/round_replicator.gd — client-side round state bridge - server/scripts/round_manager.gd — improved state machine - server/scripts/plugin_api/plugin_manager.gd — refined plugin system - config: enemy_tag, ally_tag for meatball targeting Removed: old C++ SimulationServer GDExtension (replaced by netfox rollback)
224 lines
7.1 KiB
GDScript
224 lines
7.1 KiB
GDScript
extends Node
|
|
class_name NetworkWeapon
|
|
|
|
## Base class for creating responsive weapons, by spawning projectiles locally,
|
|
## but keeping control on the server.
|
|
|
|
var _projectiles: Dictionary = {}
|
|
var _projectile_data: Dictionary = {}
|
|
var _reconcile_buffer: Array = []
|
|
var _rng: RandomNumberGenerator = RandomNumberGenerator.new()
|
|
var _fired_tick: int = -1
|
|
|
|
static var _logger: NetfoxLogger = NetfoxLogger._for_extras("NetworkWeapon")
|
|
|
|
func _ready():
|
|
_rng.randomize()
|
|
NetworkTime.before_tick_loop.connect(_before_tick_loop)
|
|
|
|
## Check whether this weapon can be fired.
|
|
func can_fire() -> bool:
|
|
return _can_fire()
|
|
|
|
## Try to fire the weapon and return the projectile.
|
|
## [br][br]
|
|
## Returns null if the weapon can't be fired.
|
|
func fire() -> Node:
|
|
if not can_fire():
|
|
return null
|
|
|
|
var id: String = _generate_id()
|
|
var projectile = _spawn()
|
|
_save_projectile(projectile, id)
|
|
var data = _projectile_data[id]
|
|
|
|
if not is_multiplayer_authority():
|
|
_request_projectile.rpc_id(get_multiplayer_authority(), id, NetworkTime.tick, data)
|
|
else:
|
|
_accept_projectile.rpc(id, NetworkTime.tick, data)
|
|
|
|
_logger.debug("Calling after fire hook for %s", [projectile.name])
|
|
_fired_tick = NetworkTime.tick
|
|
_after_fire(projectile)
|
|
|
|
return projectile
|
|
|
|
## Get the tick when the weapon was fired.
|
|
## [br][br]
|
|
## Whenever a weapon gets fired, it takes time for that event to be transmitted
|
|
## to the server. To account for this latency, the exact tick is sent along
|
|
## with other data, so weapon implementations can compensate for the latency.
|
|
## [br][br]
|
|
## One way to use this is to manually simulate the projectile after it's
|
|
## created:
|
|
## [codeblock]
|
|
## func _after_fire(projectile: Node3D):
|
|
## last_fire = get_fired_tick()
|
|
## sound.play()
|
|
##
|
|
## for t in range(get_fired_tick(), NetworkTime.tick):
|
|
## if projectile.is_queued_for_deletion():
|
|
## break
|
|
## projectile._tick(NetworkTime.ticktime, t)
|
|
## [/codeblock]
|
|
func get_fired_tick() -> int:
|
|
return _fired_tick
|
|
|
|
## Override this method with your own can fire logic.
|
|
## [br][br]
|
|
## This can be used to implement e.g. firing cooldowns and ammo checks.
|
|
func _can_fire() -> bool:
|
|
return false
|
|
|
|
## Override this method to check if a given peer can use this weapon.
|
|
## [br][br]
|
|
## Usually this should check if the weapon's owner is trying to fire it, but
|
|
## for some special cases this can be some different logic, e.g. weapons that
|
|
## can be used by any player on a given team.
|
|
func _can_peer_use(peer_id: int) -> bool:
|
|
return true
|
|
|
|
## Override this method to run any logic needed after successfully firing the
|
|
## weapon.
|
|
## [br][br]
|
|
## This can be used to e.g. reset the firing cooldown or deduct ammo.
|
|
func _after_fire(projectile: Node):
|
|
pass
|
|
|
|
## Override this method to spawn and initialize a projectile.
|
|
## [br][br]
|
|
## Make sure to return the projectile spawned!
|
|
func _spawn() -> Node:
|
|
return null
|
|
|
|
## Override this method to extract projectile data that should be synchronized
|
|
## over the network.
|
|
## [br][br]
|
|
## This will be captured both locally and on the server, and will be used for
|
|
## reconciliation.
|
|
func _get_data(projectile: Node) -> Dictionary:
|
|
return {}
|
|
|
|
## Override this method to apply projectile data that should be synchronized
|
|
## over the network.
|
|
## [br][br]
|
|
## This is used in cases where some other client fires a weapon and the server
|
|
## instructs us to spawn a projectile for it.
|
|
func _apply_data(projectile: Node, data: Dictionary):
|
|
pass
|
|
|
|
## Override this method to check if two projectile states can be reconciled.
|
|
## [br][br]
|
|
## This can be used to prevent cheating, for example by not allowing the client
|
|
## to say it's firing from the other side of the map compared to its actual
|
|
## position.
|
|
## [br][br]
|
|
## When this method returns false, the server will decline the projectile
|
|
## request.
|
|
func _is_reconcilable(projectile: Node, request_data: Dictionary, local_data: Dictionary) -> bool:
|
|
return true
|
|
|
|
## Override this method to reconcile the initial local and remote projectile
|
|
## state.
|
|
## [br][br]
|
|
## Let's say the projectile travels in a straight line from its origin, but we
|
|
## receive a different origin from the server. In this reconciliation step,
|
|
## the projectile's position can be adjusted to account for the different origin.
|
|
## [br][br]
|
|
## Unless the use case is niche, the best practice is to consider the server's
|
|
## state as authorative.
|
|
func _reconcile(projectile: Node, local_data: Dictionary, remote_data: Dictionary):
|
|
pass
|
|
|
|
func _save_projectile(projectile: Node, id: String, data: Dictionary = {}):
|
|
_projectiles[id] = projectile
|
|
projectile.name += " " + id
|
|
projectile.set_multiplayer_authority(get_multiplayer_authority())
|
|
|
|
if data.is_empty():
|
|
data = _get_data(projectile)
|
|
|
|
_projectile_data[id] = data
|
|
|
|
func _before_tick_loop():
|
|
# Reconcile projectiles
|
|
for recon in _reconcile_buffer:
|
|
var projectile = recon[0]
|
|
var local_data = recon[1]
|
|
var response_data = recon[2]
|
|
var projectile_id = recon[3]
|
|
|
|
if is_instance_valid(projectile):
|
|
_reconcile(projectile, local_data, response_data)
|
|
else:
|
|
_logger.warning("Projectile %s vanished by the time of reconciliation!", [projectile_id])
|
|
|
|
_reconcile_buffer.clear()
|
|
|
|
func _generate_id(length: int = 12, charset: String = "abcdefghijklmnopqrstuvwxyz0123456789") -> String:
|
|
var result = ""
|
|
|
|
# Generate a random ID
|
|
for i in range(length):
|
|
var idx = _rng.randi_range(0, charset.length() - 1)
|
|
result += charset[idx]
|
|
|
|
return result
|
|
|
|
@rpc("any_peer", "reliable", "call_remote")
|
|
func _request_projectile(id: String, tick: int, request_data: Dictionary):
|
|
var sender = multiplayer.get_remote_sender_id()
|
|
|
|
# Reject if sender can't use this input
|
|
_fired_tick = tick
|
|
if not _can_peer_use(sender) or not _can_fire():
|
|
_decline_projectile.rpc_id(sender, id)
|
|
_logger.error("Projectile %s rejected! Peer %s can't use this weapon now", [id, sender])
|
|
return
|
|
|
|
# Validate incoming data
|
|
var projectile = _spawn()
|
|
var local_data: Dictionary = _get_data(projectile)
|
|
|
|
if not _is_reconcilable(projectile, request_data, local_data):
|
|
projectile.queue_free()
|
|
_decline_projectile.rpc_id(sender, id)
|
|
_logger.error("Projectile %s rejected! Can't reconcile states: [%s, %s]", [id, request_data, local_data])
|
|
return
|
|
|
|
_save_projectile(projectile, id, local_data)
|
|
_accept_projectile.rpc(id, tick, local_data)
|
|
_after_fire(projectile)
|
|
|
|
@rpc("authority", "reliable", "call_local")
|
|
func _accept_projectile(id: String, tick: int, response_data: Dictionary):
|
|
if multiplayer.get_unique_id() == multiplayer.get_remote_sender_id():
|
|
# Projectile is local, nothing to do
|
|
return
|
|
|
|
_logger.info("Accepting projectile %s from %s", [id, multiplayer.get_remote_sender_id()])
|
|
|
|
if _projectiles.has(id):
|
|
var projectile = _projectiles[id]
|
|
var local_data = _projectile_data[id]
|
|
_reconcile_buffer.push_back([projectile, local_data, response_data, id])
|
|
else:
|
|
_fired_tick = tick
|
|
var projectile = _spawn()
|
|
_apply_data(projectile, response_data)
|
|
_projectile_data.erase(id)
|
|
_save_projectile(projectile, id, response_data)
|
|
_after_fire(projectile)
|
|
|
|
@rpc("authority", "reliable", "call_remote")
|
|
func _decline_projectile(id: String):
|
|
if not _projectiles.has(id):
|
|
return
|
|
|
|
var p = _projectiles[id]
|
|
if is_instance_valid(p):
|
|
p.queue_free()
|
|
|
|
_projectiles.erase(id)
|
|
_projectile_data.erase(id)
|