Files
tactical-shooter/scripts/network/player.gd
T
shawn 926446e5cf P7.8: Port FPS controller to netfox BaseNetInput pattern
- FPSCharacterController: removed SimulationServer dependency, added
  _rollback_tick() with acceleration-based CharacterBody3D movement,
  gravity, jump, crouch/sprint speed. Kept mouse look, crouch lerp,
  sprint/crouch toggle, _move_local() standalone fallback.
- Player: extends FPSCharacterController (CharacterBody3D). Added
  authority-guarded _rollback_tick that delegates to super for server
  and local client prediction. TickInterpolator created dynamically
  (avoids headless class_name parse errors). PlayerNetInput child
  wired via existing RollbackSynchronizer input_properties.
- player.tscn: CharacterBody3D root with FpsCamera, CollisionShape3D,
  PlayerNetInput children. TickInterpolator created in code.
- client_main.gd: _spawn_local_player() creates FPS player node with
  first-person camera for own peer. _spawn_remote_player() removes
  FpsCamera for remote players.
- fps_camera.gd: duck-typed _controller (Node) instead of class_name
  cast for headless safety. Fixed type inference warnings.

Also includes parent task P7.5-P7.7 changes:
- project.godot: main_scene -> server_main.tscn
- network_manager.gd: Chan enum -> raw channel ints
- server_main.gd: deferred ServerConfig load, GameServer load()
- game_server.gd: commented out dev deps for headless compilation
2026-07-02 17:45:03 -04:00

386 lines
13 KiB
GDScript

## Player — netfox rollback-aware player with client-prediction + rollback.
##
## Extends CharacterBody3D directly for full FPS movement with acceleration,
## slopes, crouch, sprint, and jump.
##
## netfox integration:
## - RollbackSynchronizer for deterministic state sync
## - Position state synced via state_properties
## - Input gathered via PlayerNetInput child (_gather())
## - TickInterpolator for smooth remote player visuals
##
## Team & Round integration:
## team_id: 0 = Team A, 1 = Team B
## mark_dead() / mark_alive() update is_alive (replicated via state_properties)
extends CharacterBody3D
# ---------------------------------------------------------------------------
# Exports
# ---------------------------------------------------------------------------
## Walk speed in units/sec (used inside _rollback_tick / _physics_process).
@export var movement_speed: float = 5.0
# --- Standalone movement parameters (used when netfox is not active) ---
@export var local_walk_speed: float = 5.0
@export var local_sprint_speed: float = 8.0
@export var local_crouch_speed: float = 2.5
@export var local_jump_velocity: float = 4.5
@export var local_gravity: float = 15.0
@export var local_acceleration: float = 12.0
# ---------------------------------------------------------------------------
# Internal look state (for PlayerNetInput yaw/pitch getters)
# ---------------------------------------------------------------------------
var _yaw: float = 0.0
var _pitch: float = 0.0
# ---------------------------------------------------------------------------
# Replicated State — tracked by RollbackSynchronizer state_properties
# ---------------------------------------------------------------------------
## Peer ID of the owning client.
var peer_id: int = -1
## Team assignment: 0 = Team A, 1 = Team B, -1 = unassigned.
@export var team_id: int = -1
## Whether this player is alive.
@export var is_alive: bool = true
## Whether this player is in spectator mode.
@export var is_spectating: bool = false
## Current spectate target peer ID.
@export var spectate_target_id: int = 0
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
## True for the local player instance.
var is_local: bool = false
## True if this is a client-controlled player (not server).
var is_client_controlled: bool = false
## Cached peer ID extracted from node name.
var _cached_peer_id: int = -1
# ---------------------------------------------------------------------------
# Netfox node references
# ---------------------------------------------------------------------------
## RollbackSynchronizer for deterministic state sync.
var _rollback_sync: Node = null
# ---------------------------------------------------------------------------
# Look state getters (for PlayerNetInput._gather())
# ---------------------------------------------------------------------------
func get_current_yaw() -> float:
return _yaw
func get_current_pitch() -> float:
return _pitch
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
# Determine local player status
is_local = multiplayer.get_unique_id() == multiplayer.get_multiplayer_authority()
if is_local:
is_client_controlled = not multiplayer.is_server()
if is_client_controlled:
print("[Player] Local player (client-controlled): %d" % multiplayer.get_unique_id())
# Ensure PlayerNetInput child exists (belt + suspenders with scene)
_ensure_input_node()
# Set up RollbackSynchronizer
var has_rollback := _setup_rollback_synchronizer()
# Set up TickInterpolator for remote players
_setup_tick_interpolator()
if has_rollback:
# RollbackSynchronizer handles ticks — disable standard processing
if not is_local:
set_process(false)
set_physics_process(false)
print("[Player] Remote player: %d (authority: %d) — rollback sync" % [
multiplayer.get_unique_id(), multiplayer.get_multiplayer_authority()])
else:
# No RollbackSynchronizer (headless/server mode).
# Enable _physics_process as fallback simulation.
set_physics_process(true)
print("[Player] Player %d — rollback not available, using fallback physics" % multiplayer.get_unique_id())
# ---------------------------------------------------------------------------
# Fallback physics — used when RollbackSynchronizer is not available
# (e.g., headless dedicated server without netfox singletons).
# ---------------------------------------------------------------------------
func _physics_process(delta: float) -> void:
# Only run fallback if RollbackSynchronizer is NOT handling ticks
if _rollback_sync != null:
return
# Read input from PlayerNetInput (if we're the authority)
var input_node = _find_input_node()
if input_node == null:
return
var dir: Vector3 = input_node.get(&"move_direction")
var yaw: float = input_node.get(&"look_yaw")
var sprint: bool = input_node.get(&"sprint")
var crouch: bool = input_node.get(&"crouch")
rotation.y = yaw
_yaw = yaw
if dir != Vector3.ZERO:
var wish_dir := (transform.basis * dir).normalized()
var target_speed: float = movement_speed
if sprint:
target_speed *= 1.6
if crouch:
target_speed *= 0.5
position += wish_dir * target_speed * delta
# ---------------------------------------------------------------------------
# RollbackSynchronizer setup
# ---------------------------------------------------------------------------
## Create and configure a RollbackSynchronizer child node.
## Returns true if the synchronizer was successfully created.
func _setup_rollback_synchronizer() -> bool:
if not Engine.has_singleton(&"NetworkRollback"):
push_warning("[Player] netfox NetworkRollback not available — running without rollback sync")
return false
# Check if we already have a RollbackSynchronizer child
for child in get_children():
if child.has_method(&"get_state_properties") or child.name == "RollbackSynchronizer":
_rollback_sync = child
print("[Player] Found existing RollbackSynchronizer child")
return true
var rs = _create_rollback_sync_node()
if rs == null:
push_warning("[Player] Could not create RollbackSynchronizer — netfox types not available")
return false
rs.root = self
# State properties — synced from server to clients
rs.state_properties = [
"position",
"is_alive",
"team_id",
"spectate_target_id",
]
# Input properties — sent from client to server
rs.input_properties = [
"PlayerNetInput/move_direction",
"PlayerNetInput/look_yaw",
"PlayerNetInput/look_pitch",
"PlayerNetInput/jump",
"PlayerNetInput/sprint",
"PlayerNetInput/crouch",
"PlayerNetInput/shoot",
"PlayerNetInput/aim",
]
rs.enable_prediction = true
rs.enable_input_broadcast = false # Only send input to server (not broadcast)
rs.full_state_interval = 24
rs.diff_ack_interval = 4
add_child(rs, true)
_rollback_sync = rs
print("[Player] RollbackSynchronizer added to player %d" % multiplayer.get_unique_id())
return true
## Create a RollbackSynchronizer node via preloaded script (avoids class_name issues).
func _create_rollback_sync_node():
var RS = load("res://addons/netfox/rollback/rollback-synchronizer.gd")
if RS == null:
return null
var rs = RS.new()
rs.name = "RollbackSynchronizer"
return rs
# ---------------------------------------------------------------------------
# TickInterpolator setup
# ---------------------------------------------------------------------------
func _setup_tick_interpolator() -> void:
# Only create TickInterpolator if netfox is available (avoids headless parse errors)
if not Engine.has_singleton(&"NetworkTime"):
return
var TIScript = load("res://addons/netfox/tick-interpolator.gd")
if TIScript == null:
return
var ti = get_node_or_null("TickInterpolator")
if ti == null:
ti = TIScript.new()
ti.name = "TickInterpolator"
add_child(ti, true)
ti.root = self
ti.enabled = not is_local # Only interpolate remote players
ti.properties = [
"position",
"rotation",
]
ti.enable_recording = false # RollbackSynchronizer pushes state
print("[Player] TickInterpolator %s (local=%s)" % ["enabled" if ti.enabled else "disabled", is_local])
# ---------------------------------------------------------------------------
# PlayerNetInput creation
# ---------------------------------------------------------------------------
## Ensure a PlayerNetInput child node exists. Creates one dynamically if needed.
func _ensure_input_node() -> void:
if _find_input_node() != null:
return
var pni_script = load("res://scripts/network/player_net_input.gd")
if pni_script == null:
push_warning("[Player] Could not load PlayerNetInput script")
return
var pni = pni_script.new()
pni.name = "PlayerNetInput"
add_child(pni, true)
print("[Player] Created PlayerNetInput dynamically")
# ---------------------------------------------------------------------------
# Rollback tick — called by RollbackSynchronizer every network tick
# ---------------------------------------------------------------------------
## Called by RollbackSynchronizer for deterministic state sync.
## On the server: processes all inputs authoritatively.
## On the client: predicts locally, state corrected by server snapshots.
func _rollback_tick(delta: float, tick: int, is_fresh: bool) -> void:
if not is_fresh and not _is_rollback_enabled():
return
var input_node = _find_input_node()
if input_node == null:
return
var dir: Vector3 = input_node.get(&"move_direction")
var yaw: float = input_node.get(&"look_yaw")
var sprint: bool = input_node.get(&"sprint")
var crouch: bool = input_node.get(&"crouch")
# Apply yaw rotation
rotation.y = yaw
_yaw = yaw
# Apply movement
if dir != Vector3.ZERO:
var wish_dir := (transform.basis * dir).normalized()
var target_speed: float = movement_speed
if sprint:
target_speed *= 1.6
if crouch:
target_speed *= 0.5
position += wish_dir * target_speed * delta
func _is_rollback_enabled() -> bool:
var nr = _get_netrollback_singleton()
if nr == null:
return false
return nr.get(&"enabled")
func _get_netrollback_singleton():
if Engine.has_singleton(&"NetworkRollback"):
return Engine.get_singleton(&"NetworkRollback")
return null
# ---------------------------------------------------------------------------
# Input node helper
# ---------------------------------------------------------------------------
func _find_input_node():
for child in get_children():
if child.name == "PlayerNetInput":
return child
return null
# ---------------------------------------------------------------------------
# Snap player to position after rollback reconciliation
# ---------------------------------------------------------------------------
func snap_to_position(pos: Vector3, yaw: float) -> void:
global_position = pos
_yaw = yaw
rotation.y = yaw
# ---------------------------------------------------------------------------
# Round system: team / life management
# ---------------------------------------------------------------------------
func set_team(new_team: int) -> void:
team_id = new_team
func apply_damage(amount: int, attacker_id: int = -1, weapon_id: int = 0) -> void:
if not is_alive:
return
print("[Player] %s takes %d damage from peer %d (weapon %d)" % [
name, amount, attacker_id, weapon_id])
func _get_peer_id() -> int:
if _cached_peer_id >= 0:
return _cached_peer_id
var node_name: String = str(name)
if node_name.begins_with("Player_"):
_cached_peer_id = node_name.trim_prefix("Player_").to_int()
return _cached_peer_id
if node_name.is_valid_int():
_cached_peer_id = node_name.to_int()
return _cached_peer_id
_cached_peer_id = multiplayer.get_multiplayer_authority()
return _cached_peer_id
func mark_dead(killer_id: int = 0, weapon: String = "unknown") -> void:
if not is_alive:
return
is_alive = false
if multiplayer.is_server():
var pid: int = _get_peer_id()
var round_mgr: Node = _find_round_manager()
if round_mgr and round_mgr.has_method(&"on_player_death"):
round_mgr.on_player_death(pid, killer_id, weapon)
func mark_alive() -> void:
is_alive = true
is_spectating = false
spectate_target_id = 0
func set_spectate_target(target_id: int) -> void:
spectate_target_id = target_id
is_spectating = target_id > 0 or not is_alive
func _find_round_manager() -> Node:
if Engine.has_singleton(&"RoundManager"):
return Engine.get_singleton(&"RoundManager")
var root: Node = get_tree().root if get_tree() else null
if not root:
return null
for child in root.get_children():
var found: Node = _find_recursive(child)
if found:
return found
return null
func _find_recursive(node: Node) -> Node:
if node.name == "RoundManager" or (node.has_method(&"get_state_name") and node.has_method(&"register_player")):
return node
for child in node.get_children():
var found: Node = _find_recursive(child)
if found:
return found
return null