705b068ed2
NEW: server/scripts/combat/lag_compensation.gd
- 128-entry ring buffer of player positions per server tick
- rewind_and_raycast(tick, origin, direction, range, exclude):
saves current positions, rewinds to tick-time positions,
performs PhysicsDirectSpaceState3D.intersect_ray(), restores
- Falls back to normal raycast if history missing for tick
- shot_processed signal
NEW: scripts/combat/damage_processor.gd
- Processes WeaponServer hit results: applies damage, tracks kills
- Optional distance-based damage falloff
- player_damaged / player_killed signals
- Health and kill-count queries
MODIFY: server/scripts/weapons/weapon_server.gd
- fire() now takes tick parameter: fire(tick, player_id, ...)
- _perform_hitscan() uses LagCompensation.rewind_and_raycast()
when lag_compensation reference is set and tick >= 0
- Non-compensated fallback path preserved
MODIFY: server/scripts/game_server.gd
- Adds _current_tick counter, incremented each simulation tick
- Creates WeaponServer + LagCompensation + DamageProcessor as children
- record_tick() called before each tick's simulation
- register/unregister_player_node() for player lifecycle
- _on_player_killed() relays kill events via player_damaged signal
MODIFY: scripts/network/server_main.gd
- _spawn_player() registers node with GameServer.register_player_node()
- _despawn_player() unregisters via unregister_player_node()
188 lines
7.6 KiB
GDScript
188 lines
7.6 KiB
GDScript
## LagCompensation — Server-side lag compensation for hit-scan weapons.
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##
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## Records player positions per server tick into a ring buffer, then
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## rewinds player positions to the tick when a shot occurred before
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## performing the hit-scan raycast. This ensures that shots that would
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## have connected at the time of firing (from the shooter's perspective)
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## still connect even if the target moved before the server processed it.
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##
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## Architecture:
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## LagCompensation (Node, add as child of GameServer)
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## ├── record_tick(tick) — called each server tick BEFORE inputs
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## ├── rewind_and_raycast() — called by WeaponServer on fire
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## └── shot_processed signal — emitted after each compensated shot
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##
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## At 128Hz, the 128-entry buffer holds ≈1 second of position history,
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## which is more than enough for typical network RTTs (<200ms).
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##
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class_name LagCompensation
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extends Node
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# ---------------------------------------------------------------------------
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# Constants
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# ---------------------------------------------------------------------------
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## Number of ticks to keep in the position history ring buffer.
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## At 128Hz: 128 entries ≈ 1 second of history.
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const HISTORY_SIZE: int = 128
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# ---------------------------------------------------------------------------
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# Signals
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# ---------------------------------------------------------------------------
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## Emitted after a shot has been processed through lag compensation.
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## tick: the server tick the shot was fired on
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## shooter_entity_id: entity_id of the player who fired
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## hit_result: Dictionary — same format as WeaponServer.fire() hit results
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## {hit: bool, position: Vector3, target_id: int, damage: float, weapon_id: String}
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signal shot_processed(tick: int, shooter_entity_id: int, hit_result: Dictionary)
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# ---------------------------------------------------------------------------
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# State
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# ---------------------------------------------------------------------------
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## Ring buffer of position snapshots per tick.
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## Indexed by tick % HISTORY_SIZE.
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## Each entry is a Dictionary {entity_id (int): position (Vector3)}.
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var _position_history: Array = []
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## Maps entity_id → Node3D for all tracked player physics bodies.
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var _player_nodes: Dictionary = {} # entity_id (int) → Node3D
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# ---------------------------------------------------------------------------
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# Lifecycle
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# ---------------------------------------------------------------------------
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func _init() -> void:
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_position_history.resize(HISTORY_SIZE)
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# ---------------------------------------------------------------------------
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# Public API — Player node registration
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# ---------------------------------------------------------------------------
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## Register a player node for position tracking.
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## entity_id: the simulation entity ID assigned by GameServer.
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## node: the Node3D (CharacterBody3D) whose position to track.
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func register_player_node(entity_id: int, node: Node3D) -> void:
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_player_nodes[entity_id] = node
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## Remove a player node from position tracking (on disconnect / respawn).
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func unregister_player_node(entity_id: int) -> void:
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_player_nodes.erase(entity_id)
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# ---------------------------------------------------------------------------
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# Public API — Tick recording
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# ---------------------------------------------------------------------------
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## Record the current positions of all tracked player nodes for [tick].
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## Must be called every server tick in _physics_process BEFORE processing
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## fire inputs, so the snapshot reflects the state when the tick starts.
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func record_tick(tick: int) -> void:
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var snapshot: Dictionary = {}
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for entity_id: int in _player_nodes:
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var node: Node3D = _player_nodes[entity_id]
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if is_instance_valid(node):
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snapshot[entity_id] = node.global_position
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_position_history[tick % HISTORY_SIZE] = snapshot
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# ---------------------------------------------------------------------------
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# Public API — Rewind & raycast
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# ---------------------------------------------------------------------------
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## Rewind player positions to the state at [tick], perform a single
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## raycast, restore original positions, and return the hit result.
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##
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## Parameters:
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## tick — the server tick to rewind to
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## origin — ray origin in world space
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## direction — normalized ray direction
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## range — maximum distance of the ray in Godot units
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## exclude — Array[RID] of collision objects to exclude (e.g. shooter)
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##
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## Returns:
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## Dictionary from PhysicsDirectSpaceState3D.intersect_ray()
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## or an empty Dictionary {} if no hit or no physics space available.
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##
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## NOTE: If no position history exists for the target tick (too old or
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## tick not yet recorded), this falls through to a normal raycast without
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## rewind. This keeps weapons functional even during brief history gaps.
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func rewind_and_raycast(
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tick: int,
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origin: Vector3,
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direction: Vector3,
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range: float,
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exclude: Array[RID]
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) -> Dictionary:
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var space_state: PhysicsDirectSpaceState3D = _get_space_state()
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if space_state == null:
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return {}
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# Look up positions for the target tick
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var rewound_positions: Dictionary = _position_history[tick % HISTORY_SIZE]
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# No history for this tick — fall through to normal raycast
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if rewound_positions == null or rewound_positions.is_empty():
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return _normal_raycast(space_state, origin, direction, range, exclude)
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# --- Rewind phase ---
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# Save current positions and move tracked nodes to their tick-time positions.
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# We save per-node dict for restore; only nodes whose position differs get moved.
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var saved_positions: Dictionary = {} # entity_id → Vector3 (original)
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for entity_id: int in rewound_positions:
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if not _player_nodes.has(entity_id):
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continue
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var node: Node3D = _player_nodes[entity_id]
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if not is_instance_valid(node):
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continue
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var original_pos: Vector3 = node.global_position
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var rewound_pos: Vector3 = rewound_positions[entity_id]
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# Skip if the node is already at the rewound position
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if original_pos.is_equal_approx(rewound_pos):
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continue
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saved_positions[entity_id] = original_pos
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node.global_position = rewound_pos
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# --- Raycast phase ---
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# Perform the raycast with targets at their rewound positions.
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var result: Dictionary = _normal_raycast(
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space_state, origin, direction, range, exclude
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)
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# --- Restore phase ---
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# Move all saved nodes back to their original positions.
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for entity_id: int in saved_positions:
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if not _player_nodes.has(entity_id):
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continue
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var node: Node3D = _player_nodes[entity_id]
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if is_instance_valid(node):
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node.global_position = saved_positions[entity_id]
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return result
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# ---------------------------------------------------------------------------
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# Internal — helpers
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# ---------------------------------------------------------------------------
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## Perform a single raycast without any rewind.
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func _normal_raycast(
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space_state: PhysicsDirectSpaceState3D,
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origin: Vector3,
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direction: Vector3,
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range: float,
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exclude: Array[RID]
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) -> Dictionary:
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var query := PhysicsRayQueryParameters3D.create(
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origin, origin + direction * range
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)
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query.exclude = exclude
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query.collide_with_bodies = true
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query.collide_with_areas = false
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return space_state.intersect_ray(query)
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## Get the PhysicsDirectSpaceState3D from the current world.
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func _get_space_state() -> PhysicsDirectSpaceState3D:
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var w: World3D = get_world_3d()
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if w != null:
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return w.direct_space_state
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return null
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