PC3 Phase 2.1: server-authoritative sim + prediction/reconciliation with replay

Made the multiplayer core actually work (it had never run a real sim):

- project.godot: physics pinned to 30 Hz -- the shared sim/snapshot/prediction rate.
- server.gd: loads the world's level (real ground + collision), spawns a
  server Player per peer at the level's PlayerSpawn, broadcasts a full
  snapshot every physics frame with each peer's state AND last_seq (the last
  input seq applied for that peer). Accepts `--port/--world/--status-file`
  args (status file = player count for a future idle reaper); defaults keep
  `godot res://scenes/server.tscn` working standalone.
- player_spawner.gd (server Player): rewrote -- drains its whole input queue
  each physics frame in seq order, integrates gravity/walk/jump with the
  shared constants, move_and_slide(), tracks last_applied_seq. No more no-op
  process_server_input().
- network_client.gd: rewrote reconciliation -- drops inputs the server has
  acked (last_seq), re-simulates the still-in-flight ones from the
  authoritative state, snaps only on real drift. Exposes get_remote_states()
  (peer_id -> latest snapshot state) for the game to render other players.
  predict_and_send() now also sends body yaw.
- proxies trimmed to the RPC set the rewrite actually uses.
- scripts/mp_test_client.gd + run_multiplayer_2p_test.sh: two real client
  processes vs one real server -- client A sees client B and its own
  movement round-trips. PASS.
- run_checkpoint_tests.py: also run the 2p shell test.

smoke_test_network_client 4/4, player 15/15, avatar_in_world 10/10, all green.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
This commit is contained in:
2026-09-05 22:00:18 +00:00
parent 587a15a52e
commit 682f1f89f7
9 changed files with 437 additions and 525 deletions
+50 -207
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class_name PlayerNode
extends CharacterBody3D
## PlayerNode - Server-side player entity.
## Server-authoritative player entity.
##
## Represents a connected player on the server. Handles movement,
## input processing, and state synchronization.
## One per connected peer, spawned as a child of the Server node. Movement runs
## in _physics_process at the project's fixed physics rate (30 Hz, matching
## scripts/server.gd's snapshot rate and the client's prediction step).
# --- Signals ---
signal health_changed(new_health: int)
signal player_died(player_node: PlayerNode)
# --- Constants ---
## Movement constants -- mirror scripts/server.gd (the source of truth) and
## scripts/network_client.gd (the client's prediction).
const WALK_SPEED := 5.0
const SPRINT_MULTIPLIER := 1.6
const JUMP_VELOCITY := 4.5
const GRAVITY := 9.8
const MAX_FALL_SPEED := 20.0
const FRICTION := 8.0
const AIR_CONTROL := 0.3
# --- Configurable ---
@export var walk_speed: float = WALK_SPEED
@export var sprint_multiplier: float = SPRINT_MULTIPLIER
@export var jump_velocity: float = JUMP_VELOCITY
@export var max_fall_speed: float = MAX_FALL_SPEED
# --- State ---
@export var max_health: int = 100
var current_health: int = 0
var is_alive: bool = true
var is_sprinting: bool = false
var peer_id: int = -1
var player_name: String = ""
var entity_id: int = 0
# --- Input buffer ---
## Highest input seq applied authoritatively so far (echoed in snapshots so
## the client can drop acked inputs and replay the rest).
var last_applied_seq: int = 0
## Queue of {seq:int, move_x:float, move_z:float, jump:bool, look_yaw:float}
## appended by rpc_request_input, drained each physics frame.
var _input_queue: Array[Dictionary] = []
var _last_processed_seq: int = -1
# --- Movement ---
var _velocity: Vector3 = Vector3.ZERO
func _ready() -> void:
current_health = max_health
velocity = _velocity
# Start alive
is_alive = true
var _look_yaw: float = 0.0
func _physics_process(delta: float) -> void:
if not is_alive:
return
# Process input from queue
_process_input(delta)
# Apply gravity
if _input_queue.is_empty():
_integrate(0.0, 0.0, false, delta)
else:
# Reliable ENet preserves order; sort defensively anyway.
_input_queue.sort_custom(func(a, b): return a["seq"] < b["seq"])
for input in _input_queue:
_look_yaw = input.get("look_yaw", _look_yaw)
_integrate(input.get("move_x", 0.0), input.get("move_z", 0.0), input.get("jump", false), delta)
last_applied_seq = input["seq"]
_input_queue.clear()
rotation.y = _look_yaw
func _integrate(move_x: float, move_z: float, jump: bool, delta: float) -> void:
if not is_on_floor():
velocity.y -= GRAVITY * delta
velocity.y = clampf(velocity.y, -max_fall_speed, max_fall_speed)
# Apply friction on ground
if is_on_floor():
var move_dir := Vector2(velocity.x, velocity.z)
if move_dir.length() > 0.01:
var friction_factor := clampf(FRICTION * delta, 0.0, 1.0)
velocity.x = move_dir.normalized().x * move_dir.length() * (1.0 - friction_factor)
velocity.z = move_dir.normalized().y * move_dir.length() * (1.0 - friction_factor)
else:
velocity.x = 0.0
velocity.z = 0.0
# Move and slide
velocity.y = clampf(velocity.y, -max_fall_speed, max_fall_speed)
move_and_slide()
# Update visual position (for remote clients via RPC)
_update_visual_state()
elif jump:
velocity.y = JUMP_VELOCITY
func _process_input(delta: float) -> void:
"""Process buffered input from the server's input queue."""
if _input_queue.is_empty():
return
var input_data: Dictionary = _input_queue.pop_front()
var input_state: Dictionary = input_data.get("input_state", {})
# Calculate movement direction
var direction := Vector3.ZERO
direction.x = input_state.get("move_x", 0.0)
direction.z = input_state.get("move_z", 0.0)
# Sprint check
is_sprinting = input_state.get("sprint", false)
if direction.length() > 0.01:
direction = direction.normalized()
var speed = walk_speed * sprint_multiplier if is_sprinting else walk_speed
velocity.x = direction.x * speed
velocity.z = direction.z * speed
var dir := Vector3(move_x, 0.0, move_z)
if dir.length() > 0.01:
dir = dir.normalized()
velocity.x = dir.x * WALK_SPEED
velocity.z = dir.z * WALK_SPEED
else:
# On ground, apply friction (handled in physics_process)
if not is_on_floor():
velocity.x *= (1.0 - AIR_CONTROL * delta * 5.0)
velocity.z *= (1.0 - AIR_CONTROL * delta * 5.0)
# Jump
if input_state.get("jump", false) and is_on_floor():
velocity.y = jump_velocity
velocity.x = 0.0
velocity.z = 0.0
func take_damage(amount: int, source_id: int) -> Dictionary:
"""Take damage and return result dict."""
if not is_alive:
return {"success": false, "reason": "already_dead"}
current_health = max(0, current_health - amount)
health_changed.emit(current_health)
if current_health <= 0:
die()
return {"success": true, "health": 0, "dead": true}
return {"success": true, "health": current_health}
func die() -> void:
"""Handle player death."""
is_alive = false
velocity = Vector3.ZERO
player_died.emit(self)
# Respawn after delay
await get_tree().create_timer(3.0).timeout
respawn()
func respawn() -> void:
"""Respawn the player at spawn point."""
current_health = max_health
is_alive = true
velocity = Vector3.ZERO
health_changed.emit(current_health)
# Move to spawn point (default: origin)
position = Vector3.ZERO
func set_input_queue(inputs: Array[Dictionary]) -> void:
"""Set the input queue from the server."""
_input_queue = inputs
func get_state() -> Dictionary:
"""Get current player state for replication."""
return {
"entity_id": entity_id,
"peer_id": peer_id,
"position": position,
"rotation": rotation,
"health": current_health,
"max_health": max_health,
"is_alive": is_alive,
"is_sprinting": is_sprinting,
}
move_and_slide()
if is_on_floor() and velocity.y < 0.0:
velocity.y = 0.0
func get_server_state() -> Dictionary:
"""Get current player state for server snapshot broadcast."""
return get_state()
func process_server_input(tick: int) -> void:
"""Called by server tick to process buffered input."""
# This is called from the server's _tick loop.
# The input queue is populated by RPCs from clients.
pass
func _update_visual_state() -> void:
"""Update visual state (for remote interpolation)."""
# In a full implementation, this would update a remote player's
# visual representation. For now, the node itself is the authority.
pass
# --- RPCs ---
@rpc("any_peer", "call_remote", "reliable")
func rpc_request_input(input_state: Dictionary, seq: int) -> void:
"""Receive input from client."""
if not is_alive:
return
# Store for processing in _physics_process
_input_queue.append({
"input_state": input_state,
"seq": seq,
"timestamp": Time.get_ticks_msec(),
})
return {
"position": global_position,
"rotation_y": rotation.y,
"velocity": velocity,
"on_floor": is_on_floor(),
}
@rpc("any_peer", "call_remote", "reliable")
func rpc_request_interact(target_id: int) -> void:
"""Handle interaction request from client."""
if not is_alive:
return
# TODO: Implement interaction logic
print("Player %d interacted with entity %d" % [peer_id, target_id])
@rpc("any_peer", "call_remote", "reliable")
func rpc_request_attack(target_id: int, aim_dir: Vector3) -> void:
"""Handle attack request from client."""
if not is_alive:
return
# TODO: Implement attack logic
print("Player %d attacked entity %d with aim %s" % [peer_id, target_id, aim_dir])
@rpc("authority", "call_remote", "reliable")
func rpc_set_position(pos: Vector3) -> void:
"""Server authoritative position update."""
position = pos
@rpc("authority", "call_remote", "reliable")
func rpc_set_rotation(rot: Vector3) -> void:
"""Server authoritative rotation update."""
rotation = rot
func rpc_request_input(input: Dictionary, seq: int) -> void:
var d := input.duplicate()
d["seq"] = seq
_input_queue.append(d)