Files
tactical-shooter/addons/netfox/tick-interpolator.gd
T
shawn e7299b17e9 Phase 7: netfox + godot-jolt stack upgrade
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)
2026-07-02 17:39:22 -04:00

170 lines
5.0 KiB
GDScript

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