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)
170 lines
5.0 KiB
GDScript
170 lines
5.0 KiB
GDScript
@tool
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extends Node
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class_name TickInterpolator
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## Interpolates between network ticks for smooth motion.
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## [br][br]
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## @tutorial(TickInterpolator Guide): https://foxssake.github.io/netfox/latest/netfox/nodes/tick-interpolator/
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## The root node for resolving node paths in properties.
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@export var root: Node
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## Toggles interpolation.
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@export var enabled: bool = true
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## Properties to interpolate.
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@export var properties: Array[String]
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## If enabled, takes a snapshot immediately upon instantiation, instead of
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## waiting for the first network tick. Useful for objects that start moving
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## instantly, like projectiles.
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@export var record_first_state: bool = true
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## Toggle automatic state recording. When enabled, the node will take a new
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## snapshot on every network tick. When disabled, call [member push_state]
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## whenever properties are updated.
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@export var enable_recording: bool = true
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var _state_from: _PropertySnapshot
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var _state_to: _PropertySnapshot
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var _property_entries: Array[PropertyEntry] = []
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var _properties_dirty: bool = false
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var _interpolators: Dictionary = {}
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var _is_teleporting: bool = false
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var _property_cache: PropertyCache
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## Process settings.
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## [br][br]
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## Call this after any change to configuration.
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func process_settings():
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_property_cache = PropertyCache.new(root)
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_property_entries.clear()
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_interpolators.clear()
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_state_from = _PropertySnapshot.new()
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_state_to = _PropertySnapshot.new()
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for property in properties:
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var property_entry = _property_cache.get_entry(property)
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_property_entries.push_back(property_entry)
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_interpolators[property] = Interpolators.find_for(property_entry.get_value())
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## Add a property to interpolate.
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## [br][br]
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## Settings will be automatically updated. The [param node] may be a string or
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## [NodePath] pointing to a node, or an actual [Node] instance. If the given
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## property is already interpolated, this method does nothing.
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func add_property(node: Variant, property: String):
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var property_path := PropertyEntry.make_path(root, node, property)
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if not property_path or properties.has(property_path):
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return
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properties.push_back(property_path)
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_properties_dirty = true
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_reprocess_settings.call_deferred()
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## Check if interpolation can be done.
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## [br][br]
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## Even if it's enabled, no interpolation will be done if there are no
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## properties to interpolate.
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func can_interpolate() -> bool:
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return enabled and not properties.is_empty() and not _is_teleporting
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## Record current state for interpolation.
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## [br][br]
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## Note that this will rotate the states, so the previous target becomes the new
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## starting point for the interpolation. This is automatically called if
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## [code]enable_recording[/code] is true.
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func push_state() -> void:
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_state_from = _state_to
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_state_to = _PropertySnapshot.extract(_property_entries)
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## Record current state and transition without interpolation.
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func teleport() -> void:
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if _is_teleporting:
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return
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_state_from = _PropertySnapshot.extract(_property_entries)
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_state_to = _state_from
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_is_teleporting = true
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func _notification(what) -> void:
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if what == NOTIFICATION_EDITOR_PRE_SAVE:
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update_configuration_warnings()
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func _get_configuration_warnings() -> PackedStringArray:
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if not root:
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root = get_parent()
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# Explore interpolated properties
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if not root:
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return ["No valid root node found!"]
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return _NetfoxEditorUtils.gather_properties(root, "_get_interpolated_properties",
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func(node, prop):
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add_property(node, prop)
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)
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func _connect_signals() -> void:
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NetworkTime.before_tick_loop.connect(_before_tick_loop)
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NetworkTime.after_tick_loop.connect(_after_tick_loop)
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func _disconnect_signals() -> void:
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NetworkTime.before_tick_loop.disconnect(_before_tick_loop)
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NetworkTime.after_tick_loop.disconnect(_after_tick_loop)
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func _enter_tree() -> void:
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if Engine.is_editor_hint():
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return
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process_settings.call_deferred()
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_connect_signals.call_deferred()
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# Wait a frame for any initial setup before recording first state
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if record_first_state:
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await get_tree().process_frame
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teleport()
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func _exit_tree() -> void:
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if Engine.is_editor_hint():
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return
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_disconnect_signals()
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func _process(_delta: float) -> void:
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if Engine.is_editor_hint():
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return
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_interpolate(_state_from, _state_to, NetworkTime.tick_factor)
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func _reprocess_settings() -> void:
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if not _properties_dirty or Engine.is_editor_hint():
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return
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_properties_dirty = false
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process_settings()
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func _before_tick_loop() -> void:
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_is_teleporting = false
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_state_to.apply(_property_cache)
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func _after_tick_loop() -> void:
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if enable_recording and not _is_teleporting:
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push_state()
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_state_from.apply(_property_cache)
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func _interpolate(from: _PropertySnapshot, to: _PropertySnapshot, f: float) -> void:
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if not can_interpolate():
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return
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for property in from.properties():
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if not to.has(property): continue
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var property_entry := _property_cache.get_entry(property)
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var a := from.get_value(property)
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var b := to.get_value(property)
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var interpolate = _interpolators[property] as Callable
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property_entry.set_value(interpolate.call(a, b, f))
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