25221bf3cb
- Fixed double-emission bug in network_manager.gd: ENet signal connections (peer_connected/peer_disconnected) are now only connected when netfox NetworkEvents is NOT available, preventing duplicate player_connected/ player_disconnected signal emissions. - Fixed stop() to only disconnect ENet signals when they were actually connected (mirrors the conditional connection in start_server()). - Fixed headless parse error in player_net_input.gd: replaced direct NetworkTime.before_tick_loop reference with Engine.get_singleton() call, avoiding unresolved type identifier in headless mode. - netfox_bootstrap.gd added as minimal autoload placeholder. - Dual-path architecture: netfox NetworkEvents when available (editor), ENet fallback when netfox unavailable (headless server). - Broadcast RPCs (spawn, round state, scores) kept as-is since they work identically through Godot's MultiplayerAPI in both paths.
272 lines
10 KiB
GDScript
272 lines
10 KiB
GDScript
## NetworkManager — netfox-aware transport with graceful ENet fallback
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##
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## Dual-path architecture:
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## Path A (netfox available) → NetworkEvents drives lifecycle signals
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## Path B (headless/export) → ENetMultiplayerPeer drives lifecycle signals
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##
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## The server always uses ENetMultiplayerPeer as the underlying transport
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## (netfox layers on top of Godot's MultiplayerAPI). When netfox NetworkEvents
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## is available, it provides lifecycle signals (on_peer_join, etc.) and the
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## ENet signal connections are skipped to avoid double emissions. When netfox
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## is unavailable (headless mode), the built-in ENet peer_connected/
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## peer_disconnected signals are used directly.
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##
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## Broadcast RPCs (player spawn/despawn) work identically in both paths
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## since they use Godot's built-in MultiplayerAPI, which netfox enhances
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## without replacing. Round state/scores are now distributed via
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## round_manager's netfox Self-RPC pattern directly.
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##
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## Architecture:
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## server mode → start_server(port) → ENetMultiplayerPeer server
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## client mode → join_server(host,port)→ ENetMultiplayerPeer client
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## netfox path → NetworkEvents signals when available (editor)
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## fallback → ENet peer signals in headless mode
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##
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## Channels (3-lane layout):
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## 0 unreliable-ordered → 128Hz input / transform deltas
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## 1 reliable-ordered → game events, spawn, damage, chat
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## 2 unreliable → telemetry / VOIP metadata
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extends Node
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# ---------------------------------------------------------------------------
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# Signals
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# ---------------------------------------------------------------------------
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signal server_started(port: int)
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signal server_stopped()
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signal player_connected(peer_id: int)
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signal player_disconnected(peer_id: int)
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signal connection_succeeded()
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signal connection_failed(error_message: String)
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# --- Player replication signals (emitted on all peers after RPC broadcast) ---
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signal remote_player_spawned(peer_id: int, pos: Vector3)
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signal remote_player_despawned(peer_id: int)
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# --- Client prediction signals ---
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## Emitted on the server when a client sends input. payload: {peer_id, tick, input_dict}
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signal client_input_received(peer_id: int, tick: int, input_dict: Dictionary)
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## Emitted on the client when the server sends authoritative state.
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## entity_id: the simulation entity this state belongs to.
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signal server_state_received(entity_id: int, snapshot_dict: Dictionary)
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# ---------------------------------------------------------------------------
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# Constants
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# ---------------------------------------------------------------------------
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const DEFAULT_PORT: int = 34197
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const CHANNELS: int = 3
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# ---------------------------------------------------------------------------
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# State
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# ---------------------------------------------------------------------------
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var is_server: bool = false : get = _is_server
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var is_client: bool = false : get = _is_client
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var peer: ENetMultiplayerPeer = null
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var max_clients: int = 16
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# netfox overlay (optional — only available when netfox plugin is active)
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var _netfox_events = null
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var _netfox_events_connected: bool = false
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func _is_server() -> bool:
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return is_server
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func _is_client() -> bool:
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return is_client
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# ---------------------------------------------------------------------------
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# Lifecycle
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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# Try to connect to netfox NetworkEvents singleton (non-critical)
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# We use StringName for singleton access to avoid parser errors
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# when netfox types aren't available (headless mode).
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_try_connect_netfox()
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func _try_connect_netfox() -> void:
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# Use singleton name string to avoid referencing netfox types directly
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if not Engine.has_singleton("NetworkEvents"):
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_netfox_events_connected = false
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print("[NetworkManager] netfox not available — using ENet directly")
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return
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var events = Engine.get_singleton("NetworkEvents")
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if events == null or not events.has_signal("on_server_start"):
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_netfox_events_connected = false
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print("[NetworkManager] netfox singleton found but unexpected shape — using ENet directly")
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return
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_netfox_events = events
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_netfox_events.on_server_start.connect(_on_netfox_server_start)
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_netfox_events.on_server_stop.connect(_on_netfox_server_stop)
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_netfox_events.on_client_start.connect(_on_netfox_client_start)
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_netfox_events.on_client_stop.connect(_on_netfox_client_stop)
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_netfox_events.on_peer_join.connect(_on_netfox_peer_join)
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_netfox_events.on_peer_leave.connect(_on_netfox_peer_leave)
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_netfox_events_connected = true
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print("[NetworkManager] netfox NetworkEvents overlay active")
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# netfox signal handlers
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func _on_netfox_server_start() -> void:
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print("[NetworkManager] Server started (netfox)")
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is_server = true
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func _on_netfox_server_stop() -> void:
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print("[NetworkManager] Server stopped (netfox)")
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is_server = false
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func _on_netfox_client_start(id: int) -> void:
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print("[NetworkManager] Client started (netfox, id=%d)" % id)
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is_client = true
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func _on_netfox_client_stop() -> void:
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print("[NetworkManager] Client stopped (netfox)")
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is_client = false
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func _on_netfox_peer_join(id: int) -> void:
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print("[NetworkManager] Peer joined (netfox, id=%d)" % id)
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player_connected.emit(id)
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func _on_netfox_peer_leave(id: int) -> void:
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print("[NetworkManager] Peer left (netfox, id=%d)" % id)
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player_disconnected.emit(id)
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# ---------------------------------------------------------------------------
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# Server API
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# ---------------------------------------------------------------------------
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func start_server(port: int = DEFAULT_PORT) -> Error:
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if peer and peer.get_connection_status() != MultiplayerPeer.CONNECTION_DISCONNECTED:
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stop()
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# If ServerConfig is available, use it for max_clients
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if ServerConfig and ServerConfig.has_method(&"get_config_path"):
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max_clients = ServerConfig.max_players
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peer = ENetMultiplayerPeer.new()
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peer.set_bind_ip("*")
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var err: Error = peer.create_server(port, max_clients, CHANNELS, 0, 0)
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if err != OK:
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peer = null
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return err
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multiplayer.multiplayer_peer = peer
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# Only connect ENet signals when netfox is unavailable to avoid
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# double-emission with NetworkEvents.on_peer_join/on_peer_leave
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if not _netfox_events_connected:
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multiplayer.multiplayer_peer.peer_connected.connect(_on_peer_connected)
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multiplayer.multiplayer_peer.peer_disconnected.connect(_on_peer_disconnected)
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print("[NetworkManager] Using ENet peer signals (netfox not available)")
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else:
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print("[NetworkManager] Using netfox NetworkEvents for lifecycle signals")
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is_server = true
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server_started.emit(port)
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print("[NetworkManager] Server started on port %d" % port)
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return OK
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func stop() -> void:
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if not peer:
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return
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if is_server:
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# Only disconnect ENet signals if they were connected
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# (when netfox was unavailable, see start_server)
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if not _netfox_events_connected:
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if multiplayer.multiplayer_peer.peer_connected.is_connected(_on_peer_connected):
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multiplayer.multiplayer_peer.peer_connected.disconnect(_on_peer_connected)
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if multiplayer.multiplayer_peer.peer_disconnected.is_connected(_on_peer_disconnected):
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multiplayer.multiplayer_peer.peer_disconnected.disconnect(_on_peer_disconnected)
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peer.close()
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multiplayer.multiplayer_peer = null
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peer = null
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is_server = false
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is_client = false
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server_stopped.emit()
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print("[NetworkManager] Stopped")
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# ---------------------------------------------------------------------------
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# Client API
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# ---------------------------------------------------------------------------
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func join_server(host: String, port: int = DEFAULT_PORT) -> Error:
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if peer and peer.get_connection_status() != MultiplayerPeer.CONNECTION_DISCONNECTED:
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stop()
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peer = ENetMultiplayerPeer.new()
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var err: Error = peer.create_client(host, port, CHANNELS, 0, 0)
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if err != OK:
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peer = null
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return err
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multiplayer.multiplayer_peer = peer
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connection_succeeded.emit()
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print("[NetworkManager] Connecting to %s:%d ..." % [host, port])
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is_client = true
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return OK
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# ---------------------------------------------------------------------------
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# Player Replication RPCs (broadcast server → all clients)
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# ---------------------------------------------------------------------------
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@rpc("authority", "call_local", "reliable")
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func broadcast_spawn_player(peer_id: int, pos: Vector3, is_team_a: bool) -> void:
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if not multiplayer.is_server():
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print("[NetworkManager] Client received spawn: peer=%d at (%.1f, %.1f)" % [peer_id, pos.x, pos.z])
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remote_player_spawned.emit(peer_id, pos)
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@rpc("authority", "call_local", "reliable")
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func broadcast_despawn_player(peer_id: int) -> void:
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if not multiplayer.is_server():
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print("[NetworkManager] Client received despawn: peer=%d" % peer_id)
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remote_player_despawned.emit(peer_id)
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# ---------------------------------------------------------------------------
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# Client Prediction RPCs (Phase 1 — client-side prediction)
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# ---------------------------------------------------------------------------
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## Client → Server: send raw input for the given local tick.
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## Called by ClientPrediction.on_after_tick() each physics tick.
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## Uses ENet channel 0 (unreliable-ordered) for lowest-latency input delivery.
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@rpc("unreliable", "any_peer", "call_remote", Chan.INPUT)
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func send_client_input(tick: int, input_dict: Dictionary) -> void:
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if not multiplayer.is_server():
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return
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var peer_id: int = multiplayer.get_remote_sender_id()
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client_input_received.emit(peer_id, tick, input_dict)
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## Server → Client: send authoritative entity snapshot for reconciliation.
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## Called by server-side code (e.g. GameServer after each tick).
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## entity_id identifies which simulation entity this state belongs to.
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## Uses ENet channel 1 (reliable-ordered) so state corrections are not dropped.
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@rpc("unreliable", "authority", "call_remote", Chan.EVENTS)
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func send_server_state(entity_id: int, snapshot_dict: Dictionary) -> void:
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if multiplayer.is_server():
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return
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server_state_received.emit(entity_id, snapshot_dict)
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# ---------------------------------------------------------------------------
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# Event handlers
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# ---------------------------------------------------------------------------
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func _on_peer_connected(id: int) -> void:
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print("[NetworkManager] Peer connected: %d" % id)
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player_connected.emit(id)
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func _on_peer_disconnected(id: int) -> void:
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print("[NetworkManager] Peer disconnected: %d" % id)
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player_disconnected.emit(id)
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func _process(_delta: float) -> void:
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pass
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func _exit_tree() -> void:
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stop()
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