Compare commits
5 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| bd44ecba14 | |||
| bae326e14c | |||
| 140db9df91 | |||
| 2dff83bae3 | |||
| 1a8821e3c8 |
@@ -1,73 +1,77 @@
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||||
63f7b34db8d8cdea90c76aacccf841ec
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::res://::1787274990
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||||
export_presets.cfg::TextFile::-1::1787268526::0::1::::<><><>0<>0<><>::
|
||||
README.md::TextFile::-1::1787268304::0::1::::<><><>0<>0<><>::
|
||||
::res://addons/::1787268526
|
||||
::res://assets/::1787268526
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||||
::res://backend/::1787268526
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alembic.ini::TextFile::-1::1787268526::0::1::::<><><>0<>0<><>::
|
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docker-compose.yml::TextFile::-1::1787268526::0::1::::<><><>0<>0<><>::
|
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pytest.ini::TextFile::-1::1787268526::0::1::::<><><>0<>0<><>::
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requirements.txt::TextFile::-1::1787268526::0::1::::<><><>0<>0<><>::
|
||||
::res://backend/alembic/::1787268526
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||||
::res://backend/alembic/versions/::1787268526
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::res://backend/app/::1787268526
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||||
::res://backend/app/models/::1787268526
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::res://backend/app/routers/::1787268526
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::res://backend/app/services/::1787268526
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::res://backend/tests/::1787268526
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||||
::res://docs/::1787268526
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||||
::res://docs/architecture/::1787268526
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avatar.md::TextFile::-1::1787268304::0::1::::<><><>0<>0<><>::
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content_moderation.md::TextFile::-1::1787268304::0::1::::<><><>0<>0<><>::
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editor.md::TextFile::-1::1787268526::0::1::::<><><>0<>0<><>::
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networking.md::TextFile::-1::1787268304::0::1::::<><><>0<>0<><>::
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pc2_test_level.md::TextFile::-1::1787268526::0::1::::<><><>0<>0<><>::
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scripting_sandbox.md::TextFile::-1::1787268526::0::1::::<><><>0<>0<><>::
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world.md::TextFile::-1::1787268526::0::1::::<><><>0<>0<><>::
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::res://docs/checkpoints/::1787268526
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PC1.md::TextFile::-1::1787268526::0::1::::<><><>0<>0<><>::
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::res://docs/planning/::1787268526
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client-server-wiring.md::TextFile::-1::1787268526::0::1::::<><><>0<>0<><>::
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economy.md::TextFile::-1::1787268526::0::1::::<><><>0<>0<><>::
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social.md::TextFile::-1::1787268526::0::1::::<><><>0<>0<><>::
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::res://docs/testing/::1787274066
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README.md::TextFile::-1::1787268526::0::1::::<><><>0<>0<><>::
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test_inventory.md::TextFile::-1::1787274066::0::1::::<><><>0<>0<><>::
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::res://scenes/::1787274066
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game.tscn::PackedScene::-1::1787273072::0::1::::<><><>0<>0<><>::res://scenes/worlds/test_level.tscn<>res://scenes/player.tscn
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main.tscn::PackedScene::-1::1787268526::0::1::::<><><>0<>0<><>::res://scripts/chunk_stream_manager.gd
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main_menu.tscn::PackedScene::-1::1787268526::0::1::::<><><>0<>0<><>::res://scripts/main_menu.gd
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player.tscn::PackedScene::-1::1787274066::0::1::::<><><>0<>0<><>::res://scripts/player.gd
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server.tscn::PackedScene::-1::1787274066::0::1::::<><><>0<>0<><>::res://scripts/server.gd
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server_player.tscn::PackedScene::-1::1787274066::0::1::::<><><>0<>0<><>::res://scripts/player_spawner.gd
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world_list.tscn::PackedScene::-1::1787268526::0::1::::<><><>0<>0<><>::res://scripts/world_list.gd
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::res://scenes/worlds/::1787270633
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test_level.tscn::PackedScene::-1::1787270633::0::1::::<><><>0<>0<><>::
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::res://scripts/::1787274066
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api_client.gd::GDScript::5412288119287126975::1787268526::0::1::::<>Node<><>0<>0<><>::
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chunk.gd::GDScript::7364239597441807588::1787268526::0::1::::Chunk<>Node3D<><>0<>0<><>::
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chunk_data_decoder.gd::GDScript::3922068956043581888::1787268526::0::1::::ChunkDataDecoder<>RefCounted<><>0<>0<><>::
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chunk_scene.gd::GDScript::9207602004456600331::1787268526::0::1::::ChunkScene<>Node3D<><>0<>0<><>::
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chunk_stream_manager.gd::GDScript::2366645676568508746::1787268526::0::1::::ChunkStreamManager<>Node<><>0<>0<><>::
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dynamic_object_node.gd::GDScript::8863349716576659118::1787268526::0::1::::DynamicObjectNode<>Node3D<><>0<>0<><>::
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main_menu.gd::GDScript::2834562513277893052::1787268526::0::1::::<>Control<><>0<>0<><>::
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player.gd::GDScript::4510795778937304264::1787274066::0::1::::Player<>CharacterBody3D<><>0<>0<><>::
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player_spawner.gd::GDScript::3637338339553764865::1787274066::0::1::::PlayerNode<>CharacterBody3D<><>0<>0<><>::
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server.gd::GDScript::6336910781803684784::1787274066::0::1::::<>Node<><>0<>0<><>::
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smoke_test_api.gd::GDScript::1760923834350699002::1787268526::0::1::::<>SceneTree<><>0<>0<><>::
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smoke_test_auth.gd::GDScript::3027816090663230577::1787268526::0::1::::<>SceneTree<><>0<>0<><>::
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smoke_test_e2e.gd::GDScript::9086409960595132737::1787268526::0::1::::<>SceneTree<><>0<>0<><>::
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smoke_test_enter_world.gd::GDScript::4171815758762850910::1787274066::0::1::::<>SceneTree<><>0<>0<><>::
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smoke_test_main_menu_back.gd::GDScript::4436937414562273157::1787268526::0::1::::<>SceneTree<><>0<>0<><>::
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smoke_test_main_menu_full_flow.gd::GDScript::1948803640558784862::1787268526::0::1::::<>SceneTree<><>0<>0<><>::
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smoke_test_main_menu_ui.gd::GDScript::396938597300585484::1787268526::0::1::::<>SceneTree<><>0<>0<><>::
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smoke_test_player.gd::GDScript::3497042634752676337::1787273072::0::1::::<>SceneTree<><>0<>0<><>::
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smoke_test_test_level.gd::GDScript::2607555612829866949::1787270633::0::1::::<>SceneTree<><>0<>0<><>::
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smoke_test_world_list.gd::GDScript::4300757286283894147::1787268526::0::1::::<>SceneTree<><>0<>0<><>::
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static_object_node.gd::GDScript::5276389741929225897::1787268526::0::1::::StaticObjectNode<>Node3D<><>0<>0<><>::
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tile_def.gd::GDScript::2430528079284085109::1787268526::0::1::::TileDef<>RefCounted<><>0<>0<><>::
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tile_layer.gd::GDScript::4797906255131447844::1787268526::0::1::::TileLayer<>RefCounted<><>0<>0<><>::
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tile_layer_node.gd::GDScript::9033225196818247616::1787268526::0::1::::TileLayerNode<>Node3D<><>0<>0<><>::
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world_list.gd::GDScript::6119591848847211153::1787274066::0::1::::<>Control<><>0<>0<><>::
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world_object.gd::GDScript::6429674491464200335::1787268526::0::1::::WorldObject<>RefCounted<><>0<>0<><>::
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::res://::1787275036
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||||
export_presets.cfg::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
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README.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
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::res://addons/::1787272930
|
||||
::res://assets/::1787272930
|
||||
::res://backend/::1787272930
|
||||
alembic.ini::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
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docker-compose.yml::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
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pytest.ini::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
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requirements.txt::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
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::res://backend/alembic/::1787272930
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::res://backend/alembic/versions/::1787272930
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::res://backend/app/::1787272930
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::res://backend/app/models/::1787272930
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::res://backend/app/routers/::1787272930
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::res://backend/app/services/::1787272930
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::res://backend/tests/::1787272930
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::res://docs/::1787272930
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::res://docs/architecture/::1787272930
|
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avatar.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
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content_moderation.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
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editor.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
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networking.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
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pc2_test_level.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
||||
scripting_sandbox.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
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world.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
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::res://docs/checkpoints/::1787272930
|
||||
PC1.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
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::res://docs/planning/::1787272930
|
||||
client-server-wiring.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
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economy.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
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social.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
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::res://docs/testing/::1787275036
|
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README.md::TextFile::-1::1787272930::0::1::::<><><>0<>0<><>::
|
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test_inventory.md::TextFile::-1::1787275036::0::1::::<><><>0<>0<><>::
|
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::res://scenes/::1787275036
|
||||
game.tscn::PackedScene::-1::1787272930::0::1::::<><><>0<>0<><>::res://scenes/worlds/test_level.tscn<>res://scenes/player.tscn
|
||||
main.tscn::PackedScene::-1::1787272930::0::1::::<><><>0<>0<><>::res://scripts/chunk_stream_manager.gd
|
||||
main_menu.tscn::PackedScene::-1::1787272930::0::1::::<><><>0<>0<><>::res://scripts/main_menu.gd
|
||||
player.tscn::PackedScene::-1::1787272930::0::1::::<><><>0<>0<><>::res://scripts/player.gd
|
||||
server.tscn::PackedScene::-1::1787275036::0::1::::<><><>0<>0<><>::res://scripts/server.gd
|
||||
server_player.tscn::PackedScene::-1::1787275036::0::1::::<><><>0<>0<><>::res://scripts/player_spawner.gd
|
||||
world_list.tscn::PackedScene::-1::1787272930::0::1::::<><><>0<>0<><>::res://scripts/world_list.gd
|
||||
::res://scenes/worlds/::1787272930
|
||||
test_level.tscn::PackedScene::-1::1787272930::0::1::::<><><>0<>0<><>::
|
||||
::res://scripts/::1787275098
|
||||
api_client.gd::GDScript::5412288119287126975::1787272930::0::1::::<>Node<><>0<>0<><>::
|
||||
chunk.gd::GDScript::7364239597441807588::1787272930::0::1::::Chunk<>Node3D<><>0<>0<><>::
|
||||
chunk_data_decoder.gd::GDScript::3922068956043581888::1787272930::0::1::::ChunkDataDecoder<>RefCounted<><>0<>0<><>::
|
||||
chunk_scene.gd::GDScript::9207602004456600331::1787272930::0::1::::ChunkScene<>Node3D<><>0<>0<><>::
|
||||
chunk_stream_manager.gd::GDScript::2366645676568508746::1787272930::0::1::::ChunkStreamManager<>Node<><>0<>0<><>::
|
||||
dynamic_object_node.gd::GDScript::8863349716576659118::1787272930::0::1::::DynamicObjectNode<>Node3D<><>0<>0<><>::
|
||||
main_menu.gd::GDScript::2834562513277893052::1787272930::0::1::::<>Control<><>0<>0<><>::
|
||||
network_client.gd::GDScript::5408296350353838185::1787275098::0::1::::NetworkClient<>Node<><>0<>0<><>::
|
||||
network_player_proxy.gd::GDScript::4787436336771232797::1787275036::0::1::::<>Node<><>0<>0<><>::
|
||||
network_receiver_proxy.gd::GDScript::6742760436861380520::1787275036::0::1::::<>Node<><>0<>0<><>::
|
||||
player.gd::GDScript::4510795778937304264::1787275036::0::1::::Player<>CharacterBody3D<><>0<>0<><>::
|
||||
player_spawner.gd::GDScript::3637338339553764865::1787275036::0::1::::PlayerNode<>CharacterBody3D<><>0<>0<><>::
|
||||
server.gd::GDScript::6336910781803684784::1787275036::0::1::::<>Node<><>0<>0<><>::
|
||||
smoke_test_api.gd::GDScript::1760923834350699002::1787272930::0::1::::<>SceneTree<><>0<>0<><>::
|
||||
smoke_test_auth.gd::GDScript::3027816090663230577::1787272930::0::1::::<>SceneTree<><>0<>0<><>::
|
||||
smoke_test_e2e.gd::GDScript::9086409960595132737::1787272930::0::1::::<>SceneTree<><>0<>0<><>::
|
||||
smoke_test_enter_world.gd::GDScript::4171815758762850910::1787275036::0::1::::<>SceneTree<><>0<>0<><>::
|
||||
smoke_test_main_menu_back.gd::GDScript::4436937414562273157::1787272930::0::1::::<>SceneTree<><>0<>0<><>::
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||||
smoke_test_main_menu_full_flow.gd::GDScript::1948803640558784862::1787272930::0::1::::<>SceneTree<><>0<>0<><>::
|
||||
smoke_test_main_menu_ui.gd::GDScript::396938597300585484::1787272930::0::1::::<>SceneTree<><>0<>0<><>::
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||||
smoke_test_network_client.gd::GDScript::3109386529184855644::1787275067::0::1::::<>SceneTree<><>0<>0<><>::
|
||||
smoke_test_player.gd::GDScript::3497042634752676337::1787272930::0::1::::<>SceneTree<><>0<>0<><>::
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||||
smoke_test_test_level.gd::GDScript::2607555612829866949::1787272930::0::1::::<>SceneTree<><>0<>0<><>::
|
||||
smoke_test_world_list.gd::GDScript::4300757286283894147::1787272930::0::1::::<>SceneTree<><>0<>0<><>::
|
||||
static_object_node.gd::GDScript::5276389741929225897::1787272930::0::1::::StaticObjectNode<>Node3D<><>0<>0<><>::
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||||
tile_def.gd::GDScript::2430528079284085109::1787272930::0::1::::TileDef<>RefCounted<><>0<>0<><>::
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||||
tile_layer.gd::GDScript::4797906255131447844::1787272930::0::1::::TileLayer<>RefCounted<><>0<>0<><>::
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||||
tile_layer_node.gd::GDScript::9033225196818247616::1787272930::0::1::::TileLayerNode<>Node3D<><>0<>0<><>::
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||||
world_list.gd::GDScript::6119591848847211153::1787275036::0::1::::<>Control<><>0<>0<><>::
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world_object.gd::GDScript::6429674491464200335::1787272930::0::1::::WorldObject<>RefCounted<><>0<>0<><>::
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||||
@@ -39,6 +39,14 @@ list=[{
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||||
"language": &"GDScript",
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"path": "res://scripts/dynamic_object_node.gd"
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}, {
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"base": &"Node",
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"class": &"NetworkClient",
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"icon": "",
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||||
"is_abstract": false,
|
||||
"is_tool": false,
|
||||
"language": &"GDScript",
|
||||
"path": "res://scripts/network_client.gd"
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||||
}, {
|
||||
"base": &"CharacterBody3D",
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||||
"class": &"Player",
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||||
"icon": "",
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||||
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||||
Binary file not shown.
@@ -53,7 +53,8 @@ these yet):
|
||||
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||||
## Godot client — `scripts/smoke_test_*.gd`
|
||||
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||||
**10 smoke tests merged into `main`.** Each needs a live backend —
|
||||
**11 smoke tests merged into `main`.** Ten need a live backend, one
|
||||
(`smoke_test_network_client.gd`) needs a live dedicated server instead —
|
||||
`AGP_API_BASE_URL` env var, falling back to the
|
||||
`application/agp/api_base_url` project setting (default
|
||||
`http://127.0.0.1:8000`) if unset.
|
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@@ -70,6 +71,7 @@ these yet):
|
||||
| `smoke_test_test_level.gd` | Loads `scenes/worlds/test_level.tscn` directly (the level is player-agnostic and self-contained per `docs/architecture/pc2_test_level.md` §4) and confirms it has real content: 5 props, a `DirectionalLight3D` ("Sun"), and a `WorldEnvironment` — not an empty void. |
|
||||
| `smoke_test_player.gd` | Loads `scenes/game.tscn` and confirms the player exists as a real `CharacterBody3D` with a `CollisionShape3D`+shape, a `CapsuleMesh`, and spawns at the level's `PlayerSpawn` marker position. Also asserts `JUMP_VELOCITY` is positive and a `Camera3D` exists and is `current` — both were real bugs found 2026-08-20/21 (jump velocity was negative, pushing the player down instead of up; no camera existed at all, so the game was unplayable even though the character could technically move). Structural checks only — real movement/jump *direction* correctness was verified separately via a throwaway headless physics simulation during development, not by an automated test that's part of this suite. |
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||||
| `smoke_test_enter_world.gd` | The full PC2 path end to end: register → seed a real world → load `world_list.tscn` → click the real "Enter World" button on a real card (found by walking the card's children, not by index, so it doesn't silently pass if the card layout changes) → confirms `scenes/game.tscn` actually becomes `current_scene` with the player spawned at the level's `PlayerSpawn` marker → sends a real `KEY_ESCAPE` input event (not a direct method call) and confirms it returns to `world_list.tscn`. This is the test that proves "browse → enter → walk around → leave" actually works as one continuous flow, not just that each piece works in isolation. |
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||||
| `smoke_test_network_client.gd` | **Real two-process integration test** for `scripts/network_client.gd` (client-side prediction + reconciliation, docs/architecture/networking.md §5) — needs an actual dedicated server running first: `godot --headless --path . scenes/server.tscn &`, *not* the usual HTTP backend. Connects a real `NetworkClient` over ENet, confirms local input prediction moves the player immediately (no waiting on a round trip), confirms real snapshots arrive and get processed, then deliberately desyncs the predicted position by 9999 units and confirms the very next snapshot corrects it back — the actual proof reconciliation logic works, not just that it never had to fire. Known simplification, stated in the script's own docstring: the server's snapshot doesn't currently echo back a per-peer "last input seq processed," so reconciliation corrects against the *most recent* prediction rather than true tick-exact rollback-and-replay (docs/architecture/networking.md §5.2 step 4) — a real, scoped follow-up once the server echoes that ack, not something faked here. |
|
||||
|
||||
Run (once, to build the class cache): `godot --headless --path . --import`,
|
||||
then for each smoke test: `godot --headless --path . --script
|
||||
|
||||
@@ -0,0 +1,234 @@
|
||||
class_name NetworkClient
|
||||
extends Node
|
||||
## Client-side networked player: input prediction + server reconciliation.
|
||||
##
|
||||
## Implements docs/architecture/networking.md §5 (Prediction & Reconciliation)
|
||||
## for the *local* player only -- remote-entity interpolation (§5.3) and full
|
||||
## delta-compressed multi-entity snapshots (§6) are explicitly out of scope
|
||||
## for this first pass; the server already only ever has one player in PC2's
|
||||
## single-peer testing, and this task's own description scopes it to "the
|
||||
## player controller built in the dependency task" (singular).
|
||||
##
|
||||
## RPC path-matching, the part that makes this actually work:
|
||||
## Godot's high-level rpc_id() resolves the *receiving* node by matching the
|
||||
## *sending* node's NodePath on the caller's side. The server (scripts/
|
||||
## server.gd) is the SceneTree root node named "Server" when the dedicated
|
||||
## server runs scenes/server.tscn as its main scene, and it spawns each
|
||||
## connected player as a *child* of itself named "Player_<peer_id>"
|
||||
## (scripts/server.gd's _on_peer_connected). For an RPC sent by the client to
|
||||
## actually land on the right node, the client needs a LOCAL node tree at the
|
||||
## exact same paths -- /root/Server for _receive_snapshot (called by the
|
||||
## server on itself), and /root/Server/Player_<own_peer_id> for
|
||||
## rpc_request_input (a real method on the server's PlayerNode). Those local
|
||||
## nodes don't need to run any server logic -- they only need to exist at the
|
||||
## right path so Godot's RPC routing finds them. connect_to_server() builds
|
||||
## that structure once the peer id is known (only available after the ENet
|
||||
## handshake completes).
|
||||
##
|
||||
## Usage: instantiate directly (not an autoload -- this only exists for the
|
||||
## lifetime of an actual multiplayer session, not on every client launch):
|
||||
## var net := NetworkClient.new()
|
||||
## get_tree().root.add_child(net)
|
||||
## var ok := await net.connect_to_server("127.0.0.1", 7777)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Movement constants -- MUST match scripts/player_spawner.gd exactly, per
|
||||
# docs/architecture/networking.md §5.1 ("the same physics constants as the
|
||||
# server"). A mismatch here doesn't break anything outright, it just makes
|
||||
# reconciliation corrections more frequent/visible.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
const WALK_SPEED: float = 5.0
|
||||
const JUMP_VELOCITY: float = 4.5
|
||||
const GRAVITY: float = 9.8
|
||||
|
||||
## How far predicted and authoritative position can drift before snapping
|
||||
## rather than trusting the prediction was "close enough." Per §5.2.
|
||||
const RECONCILE_ERROR_THRESHOLD: float = 0.5
|
||||
|
||||
## How many past predicted states to keep for reconciliation replay. Real
|
||||
## sizing per §5.4 is RTT-adaptive; a fixed generous buffer is the
|
||||
## appropriately-scoped first pass here -- 120 ticks at a 30Hz send rate is
|
||||
## 4 seconds of history, comfortably more than any realistic LAN/local RTT.
|
||||
const PREDICTION_BUFFER_SIZE: int = 120
|
||||
|
||||
signal reconciled(correction_distance: float)
|
||||
signal connected_to_server
|
||||
signal connection_failed
|
||||
|
||||
|
||||
var peer: ENetMultiplayerPeer
|
||||
var _server_root: Node # local /root/Server proxy
|
||||
var _player_proxy: Node # local /root/Server/Player_<peer_id> proxy
|
||||
|
||||
var _seq: int = 0
|
||||
## Ring buffer of {seq, input, position, velocity} predicted at send time,
|
||||
## oldest first. Trimmed as the server acknowledges ticks via snapshots.
|
||||
var _prediction_buffer: Array[Dictionary] = []
|
||||
|
||||
var position: Vector3 = Vector3.ZERO
|
||||
var velocity: Vector3 = Vector3.ZERO
|
||||
var _on_floor: bool = false
|
||||
|
||||
|
||||
func connect_to_server(host: String, port: int) -> bool:
|
||||
peer = ENetMultiplayerPeer.new()
|
||||
var err := peer.create_client(host, port)
|
||||
if err != OK:
|
||||
push_error("NetworkClient: create_client failed: %d" % err)
|
||||
connection_failed.emit()
|
||||
return false
|
||||
|
||||
multiplayer.multiplayer_peer = peer
|
||||
multiplayer.connected_to_server.connect(_on_connected)
|
||||
multiplayer.connection_failed.connect(func():
|
||||
connection_failed.emit()
|
||||
)
|
||||
|
||||
for i in 300: # ~5s at 60fps
|
||||
await get_tree().process_frame
|
||||
var status := peer.get_connection_status()
|
||||
if status == MultiplayerPeer.CONNECTION_CONNECTED:
|
||||
return true
|
||||
elif status == MultiplayerPeer.CONNECTION_DISCONNECTED:
|
||||
connection_failed.emit()
|
||||
return false
|
||||
connection_failed.emit()
|
||||
return false
|
||||
|
||||
|
||||
func _on_connected() -> void:
|
||||
var my_id := multiplayer.get_unique_id()
|
||||
|
||||
# Build the local proxy tree at the exact paths the server's own RPC
|
||||
# calls target -- see the class docstring for why this has to exist.
|
||||
_server_root = Node.new()
|
||||
_server_root.name = "Server"
|
||||
_server_root.set_script(preload("res://scripts/network_receiver_proxy.gd"))
|
||||
get_tree().root.add_child(_server_root)
|
||||
_server_root.set("owner_client", self)
|
||||
|
||||
_player_proxy = Node.new()
|
||||
_player_proxy.name = "Player_%d" % my_id
|
||||
_player_proxy.set_script(preload("res://scripts/network_player_proxy.gd"))
|
||||
_server_root.add_child(_player_proxy)
|
||||
|
||||
connected_to_server.emit()
|
||||
|
||||
|
||||
func disconnect_from_server() -> void:
|
||||
if peer:
|
||||
peer.close()
|
||||
if _server_root and is_instance_valid(_server_root):
|
||||
_server_root.queue_free()
|
||||
multiplayer.multiplayer_peer = null
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Prediction -- called every physics frame by whatever drives input (a real
|
||||
# controller, or a test harness). Applies input locally immediately (so it
|
||||
# renders with zero perceived latency) and sends it to the server, per §5.1.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func predict_and_send(delta: float, move_x: float, move_z: float, jump: bool) -> void:
|
||||
_apply_movement(delta, move_x, move_z, jump)
|
||||
|
||||
_seq += 1
|
||||
var record := {
|
||||
"seq": _seq,
|
||||
"input": {"move_x": move_x, "move_z": move_z, "jump": jump},
|
||||
"position": position,
|
||||
"velocity": velocity,
|
||||
}
|
||||
_prediction_buffer.append(record)
|
||||
if _prediction_buffer.size() > PREDICTION_BUFFER_SIZE:
|
||||
_prediction_buffer.pop_front()
|
||||
|
||||
if _player_proxy and is_instance_valid(_player_proxy):
|
||||
_player_proxy.rpc_id(1, "rpc_request_input", record["input"], _seq)
|
||||
|
||||
|
||||
func _apply_movement(delta: float, move_x: float, move_z: float, jump: bool) -> void:
|
||||
# Mirrors scripts/player_spawner.gd's _process_input + gravity/jump,
|
||||
# intentionally without its ground-friction smoothing -- friction is a
|
||||
# server-authoritative-feel detail, not something worth risking a
|
||||
# prediction/server mismatch over in this first pass. Position still
|
||||
# reconciles against the server's real (frictioned) result every
|
||||
# snapshot, so this doesn't silently drift.
|
||||
if not _on_floor:
|
||||
velocity.y -= GRAVITY * delta
|
||||
|
||||
var direction := Vector3(move_x, 0.0, move_z)
|
||||
if direction.length() > 0.01:
|
||||
direction = direction.normalized()
|
||||
velocity.x = direction.x * WALK_SPEED
|
||||
velocity.z = direction.z * WALK_SPEED
|
||||
else:
|
||||
velocity.x = 0.0
|
||||
velocity.z = 0.0
|
||||
|
||||
if jump and _on_floor:
|
||||
velocity.y = JUMP_VELOCITY
|
||||
|
||||
position += velocity * delta
|
||||
# Headless prediction has no collision shape of its own to test
|
||||
# is_on_floor() against -- treat "at or below the spawn-plane ground"
|
||||
# as grounded. A real render-side controller would swap this for the
|
||||
# actual CharacterBody3D.is_on_floor() of whatever visual node this
|
||||
# drives; this class only owns the *networking* half.
|
||||
if position.y <= 0.0:
|
||||
position.y = 0.0
|
||||
velocity.y = 0.0
|
||||
_on_floor = true
|
||||
else:
|
||||
_on_floor = false
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Reconciliation -- called by _ReceiverScript when a snapshot arrives.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _handle_snapshot(snapshot_data: Dictionary) -> void:
|
||||
var my_id := multiplayer.get_unique_id()
|
||||
var players: Dictionary = snapshot_data.get("players", {})
|
||||
# Server keys player_states by peer_id -- Dictionary keys from JSON-ish
|
||||
# RPC payloads can arrive as String or int depending on the transport
|
||||
# encoding, so check both rather than assuming.
|
||||
var my_state: Variant = players.get(my_id, players.get(str(my_id), null))
|
||||
if my_state == null or not (my_state is Dictionary):
|
||||
return
|
||||
|
||||
var authoritative_pos: Vector3 = (my_state as Dictionary).get("position", position)
|
||||
|
||||
# Real limitation, noted explicitly rather than silently faked: the
|
||||
# server's snapshot_state (scripts/server.gd's _broadcast_snapshot) does
|
||||
# not currently echo back "last input seq processed for this peer" --
|
||||
# its `tick` field is the server's own internal simulation tick counter,
|
||||
# a completely different clock from this client's per-input `_seq`. True
|
||||
# tick-correlated rollback (docs/architecture/networking.md §5.2 step 4,
|
||||
# "re-simulate any inputs that occurred after the server's tick") needs
|
||||
# that ack echoed back per-peer -- a real, scoped follow-up, not
|
||||
# something to fake here. Until then, reconcile against the MOST RECENT
|
||||
# prediction (not a tick-matched one): still a real error measurement
|
||||
# and a real correction, just without precise replay-from-exact-tick.
|
||||
if _prediction_buffer.is_empty():
|
||||
return
|
||||
var latest_entry: Dictionary = _prediction_buffer[-1]
|
||||
|
||||
var error: float = (latest_entry["position"] as Vector3).distance_to(authoritative_pos)
|
||||
if error <= RECONCILE_ERROR_THRESHOLD:
|
||||
return # Close enough -- prediction was correct, nothing to do.
|
||||
|
||||
# Correct: snap to the authoritative position. Without a real ack-seq
|
||||
# from the server there's no reliable "replay inputs after this point"
|
||||
# window to recompute, so the buffer is cleared and prediction resumes
|
||||
# fresh from the corrected position on the next input -- still visibly
|
||||
# responsive (no waiting for a round trip before the *next* input
|
||||
# applies), just without this pass replaying in-flight inputs.
|
||||
position = authoritative_pos
|
||||
velocity = Vector3.ZERO
|
||||
_prediction_buffer.clear()
|
||||
|
||||
reconciled.emit(error)
|
||||
|
||||
@@ -0,0 +1,43 @@
|
||||
extends Node
|
||||
## Client-side proxy for the server's real PlayerNode (scripts/
|
||||
## player_spawner.gd), attached at runtime to a Node named "Player_<peer_id>"
|
||||
## under the /root/Server proxy by NetworkClient._on_connected().
|
||||
##
|
||||
## rpc_request_input is the only one of these actually CALLED from this
|
||||
## side -- the real implementations all live on the server. But two things
|
||||
## force every @rpc method on the real PlayerNode to be mirrored here too,
|
||||
## not just the one this class uses:
|
||||
## 1. Godot's rpc_id() looks up the RPC transfer config (mode/reliability)
|
||||
## from the LOCAL script before it will even send a call, so the method
|
||||
## being called has to be declared locally with a matching annotation.
|
||||
## 2. Godot's multiplayer layer also verifies an "RPC node checksum" --
|
||||
## both peers must declare the *same set* of @rpc methods at a matching
|
||||
## path, or every RPC at that path starts failing, not just the one
|
||||
## that's actually missing. So even rpc_request_interact/attack/
|
||||
## set_position/set_rotation, which this class never calls, have to be
|
||||
## declared here with matching annotations or rpc_request_input itself
|
||||
## breaks too.
|
||||
|
||||
@rpc("any_peer", "call_remote", "reliable")
|
||||
func rpc_request_input(_input_state: Dictionary, _seq: int) -> void:
|
||||
pass # Never invoked locally -- see the note above.
|
||||
|
||||
|
||||
@rpc("any_peer", "call_remote", "reliable")
|
||||
func rpc_request_interact(_target_id: int) -> void:
|
||||
pass
|
||||
|
||||
|
||||
@rpc("any_peer", "call_remote", "reliable")
|
||||
func rpc_request_attack(_target_id: int, _aim_dir: Vector3) -> void:
|
||||
pass
|
||||
|
||||
|
||||
@rpc("authority", "call_remote", "reliable")
|
||||
func rpc_set_position(_pos: Vector3) -> void:
|
||||
pass
|
||||
|
||||
|
||||
@rpc("authority", "call_remote", "reliable")
|
||||
func rpc_set_rotation(_rot: Vector3) -> void:
|
||||
pass
|
||||
@@ -0,0 +1,38 @@
|
||||
extends Node
|
||||
## Client-side proxy node, attached at runtime to a Node named "Server" at
|
||||
## the SceneTree root by NetworkClient.connect_to_server(). Exists purely so
|
||||
## Godot's RPC path-matching finds a receiver for _receive_snapshot -- see
|
||||
## network_client.gd's class docstring for the full explanation of why this
|
||||
## has to exist at this exact path. Not a real server in any sense.
|
||||
##
|
||||
## Godot's multiplayer layer verifies an "RPC node checksum" -- both peers
|
||||
## must declare the *same set* of @rpc methods at a matching path, or every
|
||||
## RPC at that path (not just the mismatched one) starts failing with
|
||||
## "rpc node checksum failed". So every @rpc method scripts/server.gd
|
||||
## declares on its own root "Server" node has to be mirrored here too, even
|
||||
## the ones this proxy never actually needs to receive.
|
||||
|
||||
var owner_client: Node = null
|
||||
|
||||
|
||||
## Must match scripts/server.gd's own @rpc annotation on _receive_snapshot
|
||||
## exactly -- Godot enforces the receiving method's declared mode/transfer
|
||||
## config, a mismatch here would silently drop the call.
|
||||
@rpc("any_peer", "call_remote", "reliable")
|
||||
func _receive_snapshot(snapshot_data: Dictionary) -> void:
|
||||
if owner_client and is_instance_valid(owner_client):
|
||||
owner_client._handle_snapshot(snapshot_data)
|
||||
|
||||
|
||||
## Mirrors scripts/server.gd's _kick -- never actually invoked on this side
|
||||
## (the server calls it on a Player_<id> node's own rpc_id target, not this
|
||||
## root proxy), declared only so the RPC checksum for this path matches.
|
||||
@rpc("any_peer", "call_remote", "reliable")
|
||||
func _kick(_reason: String) -> void:
|
||||
pass
|
||||
|
||||
|
||||
## Mirrors scripts/server.gd's _disconnect -- same reasoning as _kick above.
|
||||
@rpc("call_remote", "reliable")
|
||||
func _disconnect(_reason: String) -> void:
|
||||
pass
|
||||
@@ -0,0 +1,114 @@
|
||||
extends SceneTree
|
||||
## Real integration test for NetworkClient (client-side prediction +
|
||||
## reconciliation) against an actual dedicated server process.
|
||||
##
|
||||
## This does NOT boot its own server -- run scenes/server.tscn as a separate
|
||||
## process first (see docs/architecture/networking.md's ENet/port setup):
|
||||
## godot --headless --path . scenes/server.tscn &
|
||||
## then, from the same project directory:
|
||||
## godot --headless --path . --script res://scripts/smoke_test_network_client.gd
|
||||
##
|
||||
## Verifies: the client can actually connect over ENet, local prediction
|
||||
## moves the player immediately on input (no waiting for the server),
|
||||
## server snapshots actually arrive and update the client's authoritative
|
||||
## view, and a deliberately-desynced predicted position gets corrected by
|
||||
## reconciliation.
|
||||
|
||||
var passed := 0
|
||||
var failed := 0
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
_run()
|
||||
|
||||
|
||||
func _run() -> void:
|
||||
await process_frame
|
||||
|
||||
var net := NetworkClient.new()
|
||||
root.add_child(net)
|
||||
|
||||
var ok: bool = await net.connect_to_server("127.0.0.1", 7777)
|
||||
if not _check("connected to the real dedicated server", ok):
|
||||
printerr(" Is `godot --headless --path . scenes/server.tscn` running on port 7777?")
|
||||
_finish()
|
||||
return
|
||||
|
||||
# Give the server a few frames to process the connection and spawn our
|
||||
# player node before we start sending input.
|
||||
for i in 10:
|
||||
await process_frame
|
||||
|
||||
# 1. Prediction: pressing "forward" should move the local position
|
||||
# immediately, without waiting for any server round trip.
|
||||
var pos_before: Vector3 = net.position
|
||||
for i in 10:
|
||||
net.predict_and_send(1.0 / 30.0, 0.0, -1.0, false) # move -Z (forward)
|
||||
await process_frame
|
||||
var pos_after_predict: Vector3 = net.position
|
||||
_check("local prediction moved the player without waiting for the server",
|
||||
pos_after_predict.distance_to(pos_before) > 0.1)
|
||||
|
||||
# 2. Snapshots actually arrive from the real server and get processed --
|
||||
# wait for at least one reconciliation-eligible snapshot by giving it
|
||||
# real time (server broadcasts at its own tick rate).
|
||||
var got_snapshot := false
|
||||
net.reconciled.connect(func(_err): got_snapshot = true)
|
||||
for i in 60:
|
||||
net.predict_and_send(1.0 / 30.0, 0.0, -1.0, false)
|
||||
await process_frame
|
||||
# Reconciliation only actually fires on a real mismatch -- absence of a
|
||||
# large mismatch is a PASS outcome too (means prediction tracked the
|
||||
# server closely), so this alone isn't proof snapshots arrived. Check
|
||||
# that directly instead:
|
||||
_check("prediction buffer has entries (input was actually sent)", net._prediction_buffer.size() > 0)
|
||||
|
||||
# 3. Deliberately desync prediction from reality, then confirm the next
|
||||
# snapshot corrects it -- the real proof reconciliation logic works,
|
||||
# not just that it never had to fire.
|
||||
net.position = Vector3(9999, 9999, 9999)
|
||||
var desynced_pos := net.position
|
||||
# GDScript closures capture local value-type vars (bool/float) by value,
|
||||
# not by reference -- assigning to them *inside* the lambda doesn't
|
||||
# mutate the outer scope's copy. A single-element Array is the standard
|
||||
# workaround (Arrays are reference types, so mutating its contents from
|
||||
# inside the closure is actually visible outside it). Confirmed this was
|
||||
# the real bug here, not the reconciliation logic itself: debug logging
|
||||
# showed net.position correctly snapping back from (9999,9999,9999) to
|
||||
# ~(0,0,0) within a single snapshot, while a bool-based version of this
|
||||
# same check never observed it.
|
||||
var reconcile_state := [false, -1.0] # [reconciled_this_round, correction_seen]
|
||||
var reconcile_handler := func(err): reconcile_state[0] = true; reconcile_state[1] = err
|
||||
net.reconciled.connect(reconcile_handler)
|
||||
for i in 60:
|
||||
# Keep predicting (with no movement input) so the prediction buffer's
|
||||
# latest entry actually reflects the desynced position -- without
|
||||
# this, the buffer either empties out or keeps stale pre-desync
|
||||
# entries, and _handle_snapshot has nothing real to compare against.
|
||||
net.predict_and_send(1.0 / 30.0, 0.0, 0.0, false)
|
||||
await process_frame
|
||||
if reconcile_state[0]:
|
||||
break
|
||||
net.reconciled.disconnect(reconcile_handler)
|
||||
_check("a deliberately desynced position gets corrected by the next snapshot",
|
||||
reconcile_state[0] and net.position.distance_to(desynced_pos) > 100.0)
|
||||
if reconcile_state[0]:
|
||||
print(" correction distance was ~", reconcile_state[1])
|
||||
|
||||
net.disconnect_from_server()
|
||||
_finish()
|
||||
|
||||
|
||||
func _check(description: String, condition: bool) -> bool:
|
||||
if condition:
|
||||
print(" PASS: ", description)
|
||||
passed += 1
|
||||
else:
|
||||
printerr(" FAIL: ", description)
|
||||
failed += 1
|
||||
return condition
|
||||
|
||||
|
||||
func _finish() -> void:
|
||||
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
|
||||
quit(0 if failed == 0 else 1)
|
||||
Reference in New Issue
Block a user