Fix: rejoining stacked players on top of each other (one fell through)
checkpoint / checkpoint (push) Successful in 1m40s

All players spawned at the exact same PlayerSpawn point and were on the
same collision layer, so two overlapping CharacterBody3Ds triggered a
physics depenetration shove that could launch one through the 1-unit-thick
floor.

- server.gd: golden-angle spawn spread -- each join lands ~1m+ from the
  others, growing outward, never exactly repeating.
- server_player.tscn + player.tscn: players on collision layer 2, mask 1
  (world only) -- players no longer collide with each other at all
  (fine for a social game; also removes the shove).
- player_spawner.gd + player.gd: hard safety net -- if y < -10 (any
  tunnel-through), snap back to the spawn instead of falling forever.

Verified: 3 server players spawn 1.15m+ apart, none fall, all rest on the
floor. 2p multiplayer + network_client smokes green.

Client-side -- rebuild the exe.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
This commit is contained in:
2026-09-06 00:00:27 +00:00
parent 80f24bfd01
commit da4e1420ee
5 changed files with 39 additions and 1 deletions
+2
View File
@@ -11,6 +11,8 @@ radius = 0.35
height = 1.6 height = 1.6
[node name="Player" type="CharacterBody3D"] [node name="Player" type="CharacterBody3D"]
collision_layer = 2
collision_mask = 1
script = ExtResource("1_player") script = ExtResource("1_player")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."] [node name="CollisionShape3D" type="CollisionShape3D" parent="."]
+2
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@@ -7,6 +7,8 @@ radius = 0.35
height = 1.6 height = 1.6
[node name="Player" type="CharacterBody3D"] [node name="Player" type="CharacterBody3D"]
collision_layer = 2
collision_mask = 1
script = ExtResource("1") script = ExtResource("1")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."] [node name="CollisionShape3D" type="CollisionShape3D" parent="."]
+7
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@@ -26,6 +26,7 @@ const MOUSE_SENSITIVITY: float = 0.003
var _input_direction := Vector2.ZERO var _input_direction := Vector2.ZERO
var _camera_pitch: float = -0.12 var _camera_pitch: float = -0.12
var _spawn_position: Vector3 = Vector3(0, 1.5, 0)
## Vertical offset applied to the assembled avatar so its feet (origin y=0) ## Vertical offset applied to the assembled avatar so its feet (origin y=0)
## line up with the bottom of the player's collision capsule. ## line up with the bottom of the player's collision capsule.
@@ -69,6 +70,7 @@ func _ready() -> void:
else: else:
push_warning("player.gd: no PlayerSpawn marker found; spawning at origin") push_warning("player.gd: no PlayerSpawn marker found; spawning at origin")
global_position = Vector3(0, 1.0, 0) global_position = Vector3(0, 1.0, 0)
_spawn_position = global_position
# The spring arm must not collide with the player's own capsule (they're # The spring arm must not collide with the player's own capsule (they're
# on the same layer), or the camera gets yanked right up against the # on the same layer), or the camera gets yanked right up against the
@@ -192,6 +194,11 @@ func _physics_process(delta: float) -> void:
move_and_slide() move_and_slide()
# Safety net -- never fall forever if something goes wrong.
if global_position.y < -10.0:
global_position = _spawn_position
velocity = Vector3.ZERO
net_input = { net_input = {
"move_x": direction.x, "move_z": direction.z, "move_x": direction.x, "move_z": direction.z,
"jump": jumped, "look_yaw": rotation.y, "jump": jumped, "look_yaw": rotation.y,
+11
View File
@@ -14,6 +14,10 @@ const GRAVITY := 9.8
var peer_id: int = -1 var peer_id: int = -1
## Where the server spawned this player (set by server.gd). Used as the
## respawn point if the player somehow ends up below the world.
var spawn_position: Vector3 = Vector3(0, 1.5, 0)
## Highest input seq applied authoritatively so far (echoed in snapshots so ## Highest input seq applied authoritatively so far (echoed in snapshots so
## the client can drop acked inputs and replay the rest). ## the client can drop acked inputs and replay the rest).
var last_applied_seq: int = 0 var last_applied_seq: int = 0
@@ -38,6 +42,13 @@ func _physics_process(delta: float) -> void:
rotation.y = _look_yaw rotation.y = _look_yaw
# Safety net: if a player ends up below the world (physics shove, tunnel
# through the floor), put them back on their spawn instead of falling
# forever.
if global_position.y < -10.0:
global_position = spawn_position
velocity = Vector3.ZERO
func _integrate(move_x: float, move_z: float, jump: bool, delta: float) -> void: func _integrate(move_x: float, move_z: float, jump: bool, delta: float) -> void:
if not is_on_floor(): if not is_on_floor():
+17 -1
View File
@@ -30,6 +30,9 @@ var status_file_path: String = ""
var players: Dictionary = {} var players: Dictionary = {}
var tick: int = 0 var tick: int = 0
var is_running: bool = false var is_running: bool = false
## Monotonic count of joins ever -- drives spawn spread so two players never
## land on the same spot (which used to shove one through the floor).
var _join_count: int = 0
var _player_scene: PackedScene = preload("res://scenes/server_player.tscn") var _player_scene: PackedScene = preload("res://scenes/server_player.tscn")
var _level_scene: PackedScene = preload("res://scenes/worlds/test_level.tscn") var _level_scene: PackedScene = preload("res://scenes/worlds/test_level.tscn")
@@ -65,6 +68,16 @@ func _ready() -> void:
print("[Server] world=%s listening on ENet %d (%d Hz)" % [world_id, port, PHYSICS_HZ]) print("[Server] world=%s listening on ENet %d (%d Hz)" % [world_id, port, PHYSICS_HZ])
## A spawn point offset from the level's marker so joins don't stack. Golden-
## angle spiral: evenly spread, never exactly repeats, grows slowly outward.
func _spawn_for(index: int) -> Vector3:
if index == 0:
return _spawn_point
var angle := index * 2.399963 # golden angle (radians)
var radius := 0.9 + 0.25 * float(index)
return _spawn_point + Vector3(cos(angle) * radius, 0.0, sin(angle) * radius)
func _parse_args() -> void: func _parse_args() -> void:
var args := OS.get_cmdline_user_args() var args := OS.get_cmdline_user_args()
var i := 0 var i := 0
@@ -127,7 +140,10 @@ func _on_peer_connected(peer_id: int) -> void:
player.name = "Player_%d" % peer_id player.name = "Player_%d" % peer_id
player.peer_id = peer_id player.peer_id = peer_id
add_child(player) add_child(player)
player.global_position = _spawn_point var spawn := _spawn_for(_join_count)
_join_count += 1
player.global_position = spawn
player.spawn_position = spawn
players[peer_id] = player players[peer_id] = player
print("[Server] peer %d joined (%d players)" % [peer_id, players.size()]) print("[Server] peer %d joined (%d players)" % [peer_id, players.size()])
_write_status() _write_status()