e70ce76207
- Fix dead code in server_main.gd (unreachable lag compensation print) - Remove WeaponData type hints from weapon_server.gd (Resource class_name in Node scripts = headless fail) - Use preload() instead of WeaponData class_name in weapon_definitions.gd for const refs - Lazy-init WEAPONS dict (const can't reference preload members) - Remove duplicate class_name RoundManager from server/scripts/round/round_manager.gd - Remove DamageProcessor type hints from round/round_manager.gd and bomb_objective.gd - Add start()/stop()/can_tick()/tick()/spawn_entity()/despawn_entity() to simulation_server_stub.gd - Fix get_world_3d() → get_tree().root.world_3d in weapon_server.gd Node context - Fix var data := → var data = for untyped WeaponDefinitions.get_weapon() returns - Clean export cache and verify server starts with zero parse errors
36 lines
1.4 KiB
GDScript
36 lines
1.4 KiB
GDScript
## LagCompensation — records player position history for hit-scan rewinding.
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## Minimal stub for server startup compatibility.
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## Full implementation to be built when hitscan system is wired.
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extends Node
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## class_name LagCompensation — commented out for headless compatibility
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var physics_world = null
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var _history: Dictionary = {} # tick → { entity_id: position }
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## Record the start of a new tick for lag compensation.
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## Called by GameServer each tick before processing inputs.
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## Individual player positions are recorded by the game server loop.
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func record_tick(tick: int) -> void:
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_history[tick] = {}
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## Record a player's position at a given tick (used during per-entity processing).
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func record_position(tick: int, entity_id: int, position: Vector3) -> void:
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if not _history.has(tick):
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_history[tick] = {}
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_history[tick][entity_id] = position
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if _history.size() > 128:
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var oldest = _history.keys().min()
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if oldest != null:
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_history.erase(oldest)
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func rewind_and_raycast(tick: int, origin: Vector3, direction: Vector3, max_range: float, exclude: Array = []) -> Dictionary:
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# Stub: fall back to current-frame raycast
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if physics_world == null:
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return {}
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var space_state = physics_world.direct_space_state
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if space_state == null:
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return {}
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var query = PhysicsRayQueryParameters3D.create(origin, origin + direction * max_range)
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query.exclude = exclude
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return space_state.intersect_ray(query)
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