Files
tactical-shooter/scripts/network/network_manager.gd
T
shawn f6d69545c9 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.
2026-07-01 20:21:16 -04:00

202 lines
7.5 KiB
GDScript

## NetworkManager — ENet Transport + Player Replication Singleton
##
## Autoload that wraps Godot 4's ENetMultiplayerPeer and provides
## player spawn/despawn broadcasting to all connected clients.
## Server creates RPC broadcasts; clients receive and emit signals.
##
## Architecture:
## server mode → start_server(port) → ENetMultiplayerPeer server
## client mode → join_server(host,port)→ ENetMultiplayerPeer client
## replication → _broadcast_spawn_player / _broadcast_despawn_player
## (server→all clients RPC)
##
## Channels (3-lane layout per Phase 0 research):
## 0 unreliable-ordered → 128Hz input / transform deltas
## 1 reliable-ordered → game events, spawn, damage, chat
## 2 unreliable → telemetry / VOIP metadata
extends Node
# ---------------------------------------------------------------------------
# Signals
# ---------------------------------------------------------------------------
signal server_started(port: int)
signal server_stopped()
signal player_connected(peer_id: int)
signal player_disconnected(peer_id: int)
signal connection_succeeded()
signal connection_failed(error_message: String)
# --- Player replication signals (emitted on all peers after RPC broadcast) ---
signal remote_player_spawned(peer_id: int, pos: Vector3)
signal remote_player_despawned(peer_id: int)
# --- Client prediction signals ---
## Emitted on the server when a client sends input. payload: {peer_id, tick, input_dict}
signal client_input_received(peer_id: int, tick: int, input_dict: Dictionary)
## Emitted on the client when the server sends authoritative state.
## entity_id: the simulation entity this state belongs to.
signal server_state_received(entity_id: int, snapshot_dict: Dictionary)
# ---------------------------------------------------------------------------
# Constants
# ---------------------------------------------------------------------------
const DEFAULT_PORT: int = 34197
const CHANNELS: int = 3 # 0=input, 1=events, 2=telemetry
# Max clients is read from ServerConfig at start_server() time.
# This default is used before ServerConfig is available.
var max_clients: int = 16
# Channel indices
enum Chan {
INPUT = 0,
EVENTS = 1,
TELEMETRY = 2,
}
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
var is_server: bool = false : get = _is_server
var is_client: bool = false : get = _is_client
var peer: ENetMultiplayerPeer = null
func _is_server() -> bool:
return is_server
func _is_client() -> bool:
return is_client
# ---------------------------------------------------------------------------
# Server API
# ---------------------------------------------------------------------------
## Start a dedicated server on [port].
## Uses max_clients (which should be set from ServerConfig before calling).
## Returns OK or ERR_* on failure.
func start_server(port: int = DEFAULT_PORT) -> Error:
if peer and peer.get_connection_status() != MultiplayerPeer.CONNECTION_DISCONNECTED:
stop()
# If ServerConfig is available, use it for max_clients
if ServerConfig and ServerConfig.has_method(&"get_config_path"):
max_clients = ServerConfig.max_players
peer = ENetMultiplayerPeer.new()
peer.set_bind_ip("*")
var err: Error = peer.create_server(port, max_clients, CHANNELS, 0, 0)
if err != OK:
peer = null
return err
multiplayer.multiplayer_peer = peer
multiplayer.multiplayer_peer.peer_connected.connect(_on_peer_connected)
multiplayer.multiplayer_peer.peer_disconnected.connect(_on_peer_disconnected)
is_server = true
server_started.emit(port)
print("[NetworkManager] Server started on port %d" % port)
return OK
## Stop the server / disconnect.
func stop() -> void:
if not peer:
return
if is_server:
multiplayer.multiplayer_peer.peer_connected.disconnect(_on_peer_connected)
multiplayer.multiplayer_peer.peer_disconnected.disconnect(_on_peer_disconnected)
peer.close()
multiplayer.multiplayer_peer = null
peer = null
is_server = false
is_client = false
server_stopped.emit()
print("[NetworkManager] Stopped")
# ---------------------------------------------------------------------------
# Client API
# ---------------------------------------------------------------------------
## Connect to a remote server.
func join_server(host: String, port: int = DEFAULT_PORT) -> Error:
if peer and peer.get_connection_status() != MultiplayerPeer.CONNECTION_DISCONNECTED:
stop()
peer = ENetMultiplayerPeer.new()
var err: Error = peer.create_client(host, port, CHANNELS, 0, 0)
if err != OK:
peer = null
return err
multiplayer.multiplayer_peer = peer
connection_succeeded.emit()
print("[NetworkManager] Connecting to %s:%d ..." % [host, port])
is_client = true
return OK
# ---------------------------------------------------------------------------
# Player Replication RPCs (broadcast server → all clients)
# ---------------------------------------------------------------------------
## Server calls this when a new player joins.
## Broadcasts to all clients so they can create a visual player node.
@rpc("authority", "call_local", "reliable")
func broadcast_spawn_player(peer_id: int, pos: Vector3, is_team_a: bool) -> void:
if not multiplayer.is_server():
print("[NetworkManager] Client received spawn: peer=%d at (%.1f, %.1f)" % [peer_id, pos.x, pos.z])
remote_player_spawned.emit(peer_id, pos)
## Server calls this when a player leaves.
@rpc("authority", "call_local", "reliable")
func broadcast_despawn_player(peer_id: int) -> void:
if not multiplayer.is_server():
print("[NetworkManager] Client received despawn: peer=%d" % peer_id)
remote_player_despawned.emit(peer_id)
# ---------------------------------------------------------------------------
# Client Prediction RPCs (Phase 1 — client-side prediction)
# ---------------------------------------------------------------------------
## Client → Server: send raw input for the given local tick.
## Called by ClientPrediction.on_after_tick() each physics tick.
## Uses ENet channel 0 (unreliable-ordered) for lowest-latency input delivery.
@rpc("unreliable", "any_peer", "call_remote", Chan.INPUT)
func send_client_input(tick: int, input_dict: Dictionary) -> void:
if not multiplayer.is_server():
return
var peer_id: int = multiplayer.get_remote_sender_id()
client_input_received.emit(peer_id, tick, input_dict)
## Server → Client: send authoritative entity snapshot for reconciliation.
## Called by server-side code (e.g. GameServer after each tick).
## entity_id identifies which simulation entity this state belongs to.
## Uses ENet channel 1 (reliable-ordered) so state corrections are not dropped.
@rpc("unreliable", "authority", "call_remote", Chan.EVENTS)
func send_server_state(entity_id: int, snapshot_dict: Dictionary) -> void:
if multiplayer.is_server():
return
server_state_received.emit(entity_id, snapshot_dict)
# ---------------------------------------------------------------------------
# Event handlers
# ---------------------------------------------------------------------------
func _on_peer_connected(id: int) -> void:
print("[NetworkManager] Peer connected: %d" % id)
player_connected.emit(id)
func _on_peer_disconnected(id: int) -> void:
print("[NetworkManager] Peer disconnected: %d" % id)
player_disconnected.emit(id)
func _process(_delta: float) -> void:
# Godot does internal ENet polling via MultiplayerAPI;
# explicit polling is reserved for future custom packet handling.
pass
func _exit_tree() -> void:
stop()