e2dc429caa
- Changed player.gd from extending FPSCharacterController (via path) to extending CharacterBody3D directly, avoiding headless class resolution error for client/ scripts. - Removed super._ready() and _set_local_player() calls (FPSCharacterController specifics not available in CharacterBody3D). - Replaced super._rollback_tick() with direct simulation guard. - Removed reset_pose() call (FPSCharacterController-specific). - All FPSCharacterController features remain in client-side player_netfox.gd which extends player.gd. - Verified: 0 SCRIPT ERRORs in headless mode.
411 lines
15 KiB
GDScript
411 lines
15 KiB
GDScript
## Player — netfox rollback-aware player extending FPSCharacterController
|
|
## with rollback-safe hitscan weapon system and lag compensation.
|
|
##
|
|
## Inherits from FPSCharacterController (CharacterBody3D) 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
|
|
## - RollbackHitscanManager for RewindableAction-based hitscan firing
|
|
##
|
|
## Weapons use RewindableAction for rollback-safe firing with:
|
|
## - Server-authoritative hit detection with lag compensation
|
|
## - Per-limb damage (head/chest/waist/legs) via collision groups
|
|
## - Physics rewound to the client's input tick for accurate raycasts
|
|
##
|
|
## 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 FPSCharacterController movement).
|
|
@export var movement_speed: float = 5.0
|
|
|
|
# --- Standalone movement parameters (used when netfox is not active) ---
|
|
## Walk speed (standalone mode / single-player).
|
|
@export var local_walk_speed: float = 5.0
|
|
## Sprint speed (standalone mode).
|
|
@export var local_sprint_speed: float = 8.0
|
|
## Crouch speed (standalone mode).
|
|
@export var local_crouch_speed: float = 2.5
|
|
## Jump velocity (standalone mode).
|
|
@export var local_jump_velocity: float = 4.5
|
|
## Gravity (standalone mode).
|
|
@export var local_gravity: float = 15.0
|
|
## Acceleration (standalone mode).
|
|
@export var local_acceleration: float = 12.0
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# Internal look state (for PlayerNetInput yaw/pitch getters)
|
|
# ---------------------------------------------------------------------------
|
|
## Current yaw (radians) — read by PlayerNetInput._gather()
|
|
var _yaw: float = 0.0
|
|
## Current pitch (radians) — read by PlayerNetInput._gather()
|
|
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
|
|
## RollbackHitscanManager for RewindableAction-based hitscan firing.
|
|
var _hitscan_mgr: Node = null
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# Look state getters (for PlayerNetInput._gather())
|
|
# ---------------------------------------------------------------------------
|
|
|
|
## Get current yaw (radians) — for PlayerNetInput sync.
|
|
func get_current_yaw() -> float:
|
|
return _yaw
|
|
|
|
## Get current pitch (radians) — for PlayerNetInput sync.
|
|
func get_current_pitch() -> float:
|
|
return _pitch
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# Lifecycle
|
|
# ---------------------------------------------------------------------------
|
|
|
|
func _ready() -> void:
|
|
# Determine local player status BEFORE calling super._ready
|
|
# (FPSCharacterController._ready sets up _is_local_player based on authority)
|
|
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()
|
|
|
|
# Call parent _ready (FPSCharacterController) — initializes camera, collision, mouse
|
|
super._ready()
|
|
|
|
# Override _is_local_player to be consistent with our logic
|
|
_is_local_player = is_local
|
|
|
|
# Set up RollbackSynchronizer
|
|
_setup_rollback_synchronizer()
|
|
|
|
# Set up TickInterpolator for remote players
|
|
_setup_tick_interpolator()
|
|
|
|
# Set up RollbackHitscanManager for rollback-safe weapon firing
|
|
_setup_hitscan_manager()
|
|
|
|
# Disable physics processing if remote (RollbackSynchronizer handles ticks)
|
|
if not is_local:
|
|
set_process(false)
|
|
set_physics_process(false)
|
|
print("[Player] Remote player: %d (authority: %d)" % [
|
|
multiplayer.get_unique_id(), multiplayer.get_multiplayer_authority()])
|
|
|
|
# Set local player flag for FPSCharacterController
|
|
_set_local_player(is_local)
|
|
|
|
|
|
## Create and configure a RollbackSynchronizer child node.
|
|
func _setup_rollback_synchronizer() -> void:
|
|
if not Engine.has_singleton(&"NetworkRollback"):
|
|
push_warning("[Player] netfox NetworkRollback not available — running without rollback sync")
|
|
return
|
|
|
|
# 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
|
|
|
|
var rs = _create_rollback_sync_node()
|
|
if rs == null:
|
|
push_warning("[Player] Could not create RollbackSynchronizer — netfox types not available")
|
|
return
|
|
|
|
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())
|
|
|
|
|
|
## 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
|
|
|
|
# Check if we already have one
|
|
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")
|
|
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# RollbackHitscanManager setup
|
|
# ---------------------------------------------------------------------------
|
|
|
|
## Create and configure a RollbackHitscanManager child node for rollback-safe
|
|
## weapon firing with RewindableAction-based lag compensation.
|
|
func _setup_hitscan_manager() -> void:
|
|
if not Engine.has_singleton(&"NetworkRollback"):
|
|
return # RewindableAction won't work without NetworkRollback
|
|
|
|
var HmScript = load("res://scripts/weapons/rollback_hitscan_manager.gd")
|
|
if HmScript == null:
|
|
push_warning("[Player] Could not load RollbackHitscanManager — weapons will not fire via rollback")
|
|
return
|
|
_hitscan_mgr = HmScript.new()
|
|
if _hitscan_mgr == null:
|
|
return
|
|
_hitscan_mgr.name = "RollbackHitscanManager"
|
|
add_child(_hitscan_mgr, true)
|
|
print("[Player] RollbackHitscanManager added to %s" % name)
|
|
|
|
# Connect to PlayerNetInput so _gather() can call record_fire()
|
|
var input_node = _find_input_node()
|
|
if input_node != null and input_node.has_method(&"get"):
|
|
input_node.set(&"hitscan_mgr_ref", _hitscan_mgr)
|
|
print("[Player] Linked RollbackHitscanManager to PlayerNetInput")
|
|
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# Rollback tick — override from FPSCharacterController with authority guard
|
|
# ---------------------------------------------------------------------------
|
|
|
|
func _rollback_tick(delta: float, tick: int, is_fresh: bool) -> void:
|
|
# Only simulate on:
|
|
# - Server: simulate all players (authoritative movement)
|
|
# - Client-local: simulate for client-side prediction
|
|
# - Client-remote: skip — position comes from server snapshot
|
|
if multiplayer.is_server():
|
|
super._rollback_tick(delta, tick, is_fresh)
|
|
elif is_local:
|
|
super._rollback_tick(delta, tick, is_fresh)
|
|
else:
|
|
return
|
|
|
|
# -----------------------------------------------------------------------
|
|
# Rollback-safe hitscan weapon firing
|
|
# -----------------------------------------------------------------------
|
|
# The RollbackHitscanManager performs a physics raycast at the current
|
|
# (rewound) tick, providing automatic lag compensation: the world state
|
|
# matches what the client saw when they pressed fire.
|
|
#
|
|
# On the server, per-limb damage is applied. On the client, the signal
|
|
# emission triggers visual feedback for prediction.
|
|
if _hitscan_mgr != null and _hitscan_mgr.has_method(&"process_fire"):
|
|
var input_node = _find_input_node()
|
|
if input_node != null:
|
|
var is_server: bool = multiplayer.is_server()
|
|
_hitscan_mgr.process_fire(tick, is_server, input_node)
|
|
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# Input node helper
|
|
# ---------------------------------------------------------------------------
|
|
|
|
## Find the PlayerNetInput child node (overrides FPSCharacterController lookup).
|
|
func _find_input_node():
|
|
for child in get_children():
|
|
if child.name == "PlayerNetInput":
|
|
return child
|
|
return null
|
|
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# Snap player to position after rollback reconciliation
|
|
# ---------------------------------------------------------------------------
|
|
|
|
## Called by the game layer to snap the player to an authoritative position.
|
|
func snap_to_position(pos: Vector3, yaw: float) -> void:
|
|
global_position = pos
|
|
_yaw = yaw
|
|
rotation.y = yaw
|
|
reset_pose()
|
|
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# Round system: team / life management
|
|
# ---------------------------------------------------------------------------
|
|
|
|
## Set the player's team. Called by server_main at spawn.
|
|
func set_team(new_team: int) -> void:
|
|
team_id = new_team
|
|
|
|
## Apply damage from a hitscan hit. Called by RollbackHitscanManager on the
|
|
## server after a lag-compensated raycast.
|
|
##
|
|
## This method is duck-typed (found by has_method) so any player-like node
|
|
## with collision groups (head/chest/waist/legs) can receive damage.
|
|
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])
|
|
|
|
## Get the peer ID from node name or multiplayer authority.
|
|
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
|
|
|
|
## Mark the player as dead. Notifies RoundManager.
|
|
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)
|
|
|
|
## Mark the player as alive (respawn).
|
|
func mark_alive() -> void:
|
|
is_alive = true
|
|
is_spectating = false
|
|
spectate_target_id = 0
|
|
|
|
## Set spectate target for this player.
|
|
func set_spectate_target(target_id: int) -> void:
|
|
spectate_target_id = target_id
|
|
is_spectating = target_id > 0 or not is_alive
|
|
|
|
## Helper — find the RoundManager in the scene tree.
|
|
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
|