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63f7b34db8d8cdea90c76aacccf841ec
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::res://::1787259973
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||||||
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README.md::TextFile::-1::1787146493::0::1::::<><><>0<>0<><>::
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||||||
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::res://docs/::1787259973
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||||||
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::res://docs/architecture/::1787259973
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avatar.md::TextFile::-1::1787146493::0::1::::<><><>0<>0<><>::
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content_moderation.md::TextFile::-1::1787146493::0::1::::<><><>0<>0<><>::
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networking.md::TextFile::-1::1787146493::0::1::::<><><>0<>0<><>::
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||||||
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::res://scenes/::1787259973
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player.tscn::PackedScene::-1::1787259973::0::1::::<><><>0<>0<><>::res://scripts/player_spawner.gd
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server.tscn::PackedScene::-1::1787259973::0::1::::<><><>0<>0<><>::
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::res://scripts/::1787259973
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player_spawner.gd::GDScript::3637338339553764865::1787259973::0::1::::PlayerNode<>CharacterBody3D<><>0<>0<><>::
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server.gd::GDScript::6336910781803684784::1787259973::0::1::::<>Node<><>0<>0<><>::
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[game_view]
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||||||
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||||||
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select_mode=0
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||||||
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||||||
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[editor_metadata]
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||||||
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||||||
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executable_path="/home/daddy/godot/godot"
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||||||
|
|
||||||
|
[recent_files]
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||||||
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||||||
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scenes=["res://scenes/server.tscn"]
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||||||
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[folding]
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||||||
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node_unfolds=[]
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resource_unfolds=[]
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nodes_folded=[]
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||||||
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list=[{
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"base": &"CharacterBody3D",
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||||||
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"class": &"PlayerNode",
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||||||
|
"icon": "",
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||||||
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"is_abstract": false,
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||||||
|
"is_tool": false,
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||||||
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"language": &"GDScript",
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||||||
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"path": "res://scripts/player_spawner.gd"
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||||||
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}]
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||||||
Binary file not shown.
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|||||||
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# Avatar Component System & glTF Attachment Spec
|
||||||
|
|
||||||
|
> **Status:** Proposed
|
||||||
|
> **Owner:** Platform team
|
||||||
|
> **Related:** Server authority + client prediction, world chunk data format
|
||||||
|
|
||||||
|
## 1. Overview
|
||||||
|
|
||||||
|
This document specifies the **avatar component system** for **agp-game**, a
|
||||||
|
Godot-based multiplayer game. It defines:
|
||||||
|
|
||||||
|
- How an avatar is decomposed into **body parts** and **attachment slots**.
|
||||||
|
- How **cosmetic attachments** (clothing, accessories, gear) mount onto the
|
||||||
|
base body.
|
||||||
|
- The **glTF/GLB format requirements** that all avatar assets must satisfy so
|
||||||
|
they can be loaded, skinned, and networked consistently.
|
||||||
|
|
||||||
|
The goal is a **modular, data-driven avatar pipeline**: a single base body rig
|
||||||
|
plus swappable attachments, all authored in glTF and consumed by a shared Godot
|
||||||
|
runtime. This enables player customization, cosmetic monetization, and
|
||||||
|
server-authoritative validation of what a player is wearing.
|
||||||
|
|
||||||
|
### 1.1 Design Goals
|
||||||
|
|
||||||
|
- **Modularity:** Body parts and attachments are independent assets that can be
|
||||||
|
combined at runtime without re-exporting.
|
||||||
|
- **Consistency:** A single, well-defined skeleton and slot convention so any
|
||||||
|
attachment fits any base body.
|
||||||
|
- **Networkability:** The avatar's composition is expressed as a compact,
|
||||||
|
serializable **loadout** that the server can validate and replicate.
|
||||||
|
- **Performance:** Attachments are skinned to the same skeleton and share
|
||||||
|
materials where possible to minimize draw calls and skinning cost.
|
||||||
|
- **Tooling-friendly:** Assets are authored in standard glTF 2.0 and validated
|
||||||
|
by a build-time checker.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 2. Avatar Decomposition
|
||||||
|
|
||||||
|
### 2.1 The Base Body
|
||||||
|
|
||||||
|
Every avatar is built on a **base body** — a single glTF asset containing:
|
||||||
|
|
||||||
|
- A **skeleton** (the canonical rig, see §3).
|
||||||
|
- A **base mesh** for the skin/body (head, torso, arms, legs).
|
||||||
|
- **Attachment points** (empty nodes) that define where accessories mount.
|
||||||
|
|
||||||
|
The base body is the only asset that carries the skeleton. Attachments reference
|
||||||
|
the skeleton by **bone name** and are skinned to it; they never carry their own
|
||||||
|
rig.
|
||||||
|
|
||||||
|
### 2.2 Body Parts vs. Attachments
|
||||||
|
|
||||||
|
Two distinct concepts:
|
||||||
|
|
||||||
|
| Concept | Definition | Example |
|
||||||
|
|----------------|-------------------------------------------------------------------------|----------------------------------|
|
||||||
|
| **Body part** | A mesh that replaces part of the base body's skin (e.g., a different head, a tail, wings). | Alternate head, cybernetic arm |
|
||||||
|
| **Attachment** | A mesh that mounts *on top of* the body without replacing it (clothing, accessories). | Shirt, hat, glasses, backpack |
|
||||||
|
|
||||||
|
The distinction matters for **slot exclusivity** and **layering**:
|
||||||
|
|
||||||
|
- **Body parts** are *exclusive* per slot — only one head can be equipped.
|
||||||
|
- **Attachments** are *layered* — a hat and glasses can coexist, and both sit
|
||||||
|
above the head mesh.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 3. Skeleton & Slot Convention
|
||||||
|
|
||||||
|
### 3.1 Canonical Skeleton
|
||||||
|
|
||||||
|
All avatars share a **canonical skeleton** with a fixed set of bone names. This
|
||||||
|
is the contract that lets any attachment fit any body. The skeleton follows a
|
||||||
|
humanoid convention (Godot's `Humanoid` profile / glTF VRM-style naming).
|
||||||
|
|
||||||
|
Required bones (subset of the full rig):
|
||||||
|
|
||||||
|
```
|
||||||
|
Root
|
||||||
|
├── Hips
|
||||||
|
│ ├── Spine
|
||||||
|
│ │ ├── Chest
|
||||||
|
│ │ │ ├── Neck
|
||||||
|
│ │ │ │ └── Head
|
||||||
|
│ │ │ │ ├── HeadTop # hat / hair mount
|
||||||
|
│ │ │ │ ├── Jaw # face accessories
|
||||||
|
│ │ │ │ └── LeftEye / RightEye
|
||||||
|
│ │ │ ├── LeftShoulder
|
||||||
|
│ │ │ │ └── LeftUpperArm
|
||||||
|
│ │ │ │ └── LeftLowerArm
|
||||||
|
│ │ │ │ └── LeftHand
|
||||||
|
│ │ │ └── RightShoulder
|
||||||
|
│ │ │ └── RightUpperArm
|
||||||
|
│ │ │ └── RightLowerArm
|
||||||
|
│ │ │ └── RightHand
|
||||||
|
│ │ └── (Chest children for torso attachments)
|
||||||
|
│ ├── LeftUpperLeg
|
||||||
|
│ │ └── LeftLowerLeg
|
||||||
|
│ │ └── LeftFoot
|
||||||
|
│ └── RightUpperLeg
|
||||||
|
│ └── RightLowerLeg
|
||||||
|
│ └── RightFoot
|
||||||
|
```
|
||||||
|
|
||||||
|
**Rules:**
|
||||||
|
|
||||||
|
- Bone names are **case-sensitive** and must match exactly.
|
||||||
|
- The skeleton is **T-pose** at rest for consistent skinning.
|
||||||
|
- Attachments must be skinned to **at least** the bones they deform; static
|
||||||
|
accessories may be parented to a single bone (e.g., a hat parented to `Head`).
|
||||||
|
|
||||||
|
### 3.2 Attachment Slots
|
||||||
|
|
||||||
|
Slots are the **logical mount points** for body parts and attachments. Each slot
|
||||||
|
maps to one or more bones and defines what can be equipped there.
|
||||||
|
|
||||||
|
| Slot ID | Category | Mount bone(s) | Exclusivity | Example assets |
|
||||||
|
|----------------|--------------|--------------------|-------------|-------------------------------|
|
||||||
|
| `head` | body part | `Head` | exclusive | alternate head, face |
|
||||||
|
| `hair` | attachment | `HeadTop` | exclusive | hairstyles, hats |
|
||||||
|
| `face` | attachment | `Jaw` | exclusive | glasses, masks, beards |
|
||||||
|
| `torso` | body part | `Chest` | exclusive | alternate torso |
|
||||||
|
| `chest` | attachment | `Chest` | exclusive | shirts, armor, chest gear |
|
||||||
|
| `back` | attachment | `Chest` (back) | exclusive | backpacks, wings, capes |
|
||||||
|
| `left_arm` | body part | `LeftUpperArm` | exclusive | alternate arm |
|
||||||
|
| `right_arm` | body part | `RightUpperArm` | exclusive | alternate arm |
|
||||||
|
| `left_hand` | attachment | `LeftHand` | exclusive | gloves, weapons (held) |
|
||||||
|
| `right_hand` | attachment | `RightHand` | exclusive | gloves, weapons (held) |
|
||||||
|
| `legs` | body part | `Hips` | exclusive | alternate legs |
|
||||||
|
| `pants` | attachment | `Hips` | exclusive | pants, skirts |
|
||||||
|
| `left_foot` | attachment | `LeftFoot` | exclusive | shoes |
|
||||||
|
| `right_foot` | attachment | `RightFoot` | exclusive | shoes |
|
||||||
|
| `accessory` | attachment | `Root` (free) | multiple | belts, jewelry, floating items|
|
||||||
|
|
||||||
|
**Slot semantics:**
|
||||||
|
|
||||||
|
- **`exclusive`** slots allow at most one equipped item at a time.
|
||||||
|
- The **`accessory`** slot is *multi-slot* — multiple accessories may be equipped
|
||||||
|
simultaneously (bounded by a configurable limit, e.g., 8).
|
||||||
|
- **Body-part slots** (`head`, `torso`, `legs`, `left_arm`, `right_arm`) replace
|
||||||
|
the corresponding base mesh. When a body part is equipped, the base mesh for
|
||||||
|
that region is hidden.
|
||||||
|
- **Attachment slots** layer on top of the base mesh and never hide it.
|
||||||
|
|
||||||
|
### 3.3 Slot → Bone Mapping
|
||||||
|
|
||||||
|
Each slot declares a **primary mount bone** and an optional **secondary bone
|
||||||
|
list** for skinning. The runtime uses this to:
|
||||||
|
|
||||||
|
1. Parent static accessories to the mount bone.
|
||||||
|
2. Skin skinned attachments to the union of the slot's bones.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 4. glTF/GLB Format Requirements
|
||||||
|
|
||||||
|
All avatar assets (base bodies, body parts, attachments) are distributed as
|
||||||
|
**glTF 2.0** (`.gltf` + external buffers/textures) or **GLB** (`.glb`, binary
|
||||||
|
container). GLB is the preferred distribution format for runtime loading.
|
||||||
|
|
||||||
|
### 4.1 Required Conventions
|
||||||
|
|
||||||
|
| Concern | Requirement |
|
||||||
|
|--------------------|------------------------------------------------------------------------------|
|
||||||
|
| **Format** | glTF 2.0 (`.gltf` or `.glb`). GLB preferred for runtime. |
|
||||||
|
| **Coordinate system** | glTF standard: **+Y up, +Z forward, right-handed**. Godot converts to its own convention on import. |
|
||||||
|
| **Units** | Meters. Avatar height ~1.8 m at the `Root` bone. |
|
||||||
|
| **Skeleton** | Single skeleton per asset; bone names per §3.1. |
|
||||||
|
| **Skinning** | `skins` + `nodes` with `JOINTS_0` / `WEIGHTS_0` accessors. |
|
||||||
|
| **Pose** | T-pose at rest. |
|
||||||
|
| **Materials** | PBR metallic-roughness. Use `KHR_materials_unlit` for emissive/UI-only items. |
|
||||||
|
| **Textures** | Max 2048×2048; power-of-two preferred. Use `KHR_texture_basisu` (BasisU) for runtime. |
|
||||||
|
| **Animation** | Optional. If present, must not rename or remove canonical bones. |
|
||||||
|
|
||||||
|
### 4.2 Asset Metadata (extras)
|
||||||
|
|
||||||
|
Each asset **must** declare its slot and identity in the glTF `asset.extras`
|
||||||
|
object. This is the machine-readable contract consumed by the build pipeline and
|
||||||
|
runtime.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"asset": {
|
||||||
|
"version": "2.0",
|
||||||
|
"extras": {
|
||||||
|
"agp": {
|
||||||
|
"type": "attachment", // "base_body" | "body_part" | "attachment"
|
||||||
|
"slot": "chest", // slot ID from §3.2
|
||||||
|
"id": "shirt_bandit_01", // globally unique asset id
|
||||||
|
"display_name": "Bandit Shirt",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"mount_bone": "Chest", // primary mount bone
|
||||||
|
"skin_bones": ["Chest", "Spine", "LeftUpperArm", "RightUpperArm"],
|
||||||
|
"exclusive": true, // matches slot exclusivity
|
||||||
|
"tags": ["cloth", "common"],
|
||||||
|
"author": "platform-team"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
**Validation rules for `extras.agp`:**
|
||||||
|
|
||||||
|
- `type` must be one of `base_body`, `body_part`, `attachment`.
|
||||||
|
- `slot` must be a known slot ID (§3.2).
|
||||||
|
- `mount_bone` must exist in the canonical skeleton.
|
||||||
|
- `skin_bones` must all exist in the canonical skeleton.
|
||||||
|
- `exclusive` must match the slot's declared exclusivity.
|
||||||
|
- `id` must be unique across the asset catalog.
|
||||||
|
|
||||||
|
### 4.3 Node Naming Convention
|
||||||
|
|
||||||
|
To make assets self-describing and mergeable, nodes follow a convention:
|
||||||
|
|
||||||
|
- **Base body:** the mesh node is named `Body`; the skeleton root is `Root`.
|
||||||
|
- **Body part:** the mesh node is named `<SlotID>_Mesh` (e.g., `head_Mesh`).
|
||||||
|
- **Attachment:** the mesh node is named `<SlotID>_<AssetID>` (e.g.,
|
||||||
|
`chest_shirt_bandit_01`).
|
||||||
|
- **Attachment points** (empty nodes) on the base body are named
|
||||||
|
`attach_<slot>` (e.g., `attach_head`, `attach_left_hand`).
|
||||||
|
|
||||||
|
### 4.4 Material & Texture Requirements
|
||||||
|
|
||||||
|
- All materials use the **metallic-roughness** PBR model.
|
||||||
|
- Textures are embedded in the GLB or referenced as external files; external
|
||||||
|
references must be relative paths within the asset package.
|
||||||
|
- **Color customization** is supported via a `baseColorFactor` tint applied at
|
||||||
|
runtime (multiplied over the albedo). Assets should use a neutral albedo
|
||||||
|
(white/gray) where tinting is intended.
|
||||||
|
- **Masked/transparent** materials must set the correct alpha mode
|
||||||
|
(`MASK` or `BLEND`) and `alphaCutoff`.
|
||||||
|
|
||||||
|
### 4.5 Skeleton Merging at Runtime
|
||||||
|
|
||||||
|
When an attachment is loaded, the runtime **merges** it onto the base body:
|
||||||
|
|
||||||
|
1. Load the base body (skeleton + base meshes).
|
||||||
|
2. Load each equipped attachment.
|
||||||
|
3. For each attachment, **re-target its skin** to the base body's skeleton by
|
||||||
|
bone name (no re-export needed).
|
||||||
|
4. Parent static accessories to their `mount_bone`.
|
||||||
|
5. Hide base meshes for any equipped body-part slots.
|
||||||
|
6. Apply material tints and merge into the render tree.
|
||||||
|
|
||||||
|
The merge is **name-based** — bone names must match exactly (§3.1). This is the
|
||||||
|
core reason for the strict naming contract.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 5. Loadout Model (Network & Persistence)
|
||||||
|
|
||||||
|
The avatar's composition is serialized as a **loadout** — a compact, ordered
|
||||||
|
list of equipped asset IDs. This is what the server validates, persists, and
|
||||||
|
replicates.
|
||||||
|
|
||||||
|
### 5.1 Loadout JSON
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"base_body": "base_human_male_01",
|
||||||
|
"slots": {
|
||||||
|
"head": "head_cyber_01",
|
||||||
|
"hair": "hair_mohawk_01",
|
||||||
|
"face": null,
|
||||||
|
"torso": null,
|
||||||
|
"chest": "chest_bandit_01",
|
||||||
|
"back": "backpack_01",
|
||||||
|
"left_arm": null,
|
||||||
|
"right_arm": null,
|
||||||
|
"left_hand": "glove_leather_01",
|
||||||
|
"right_hand": "glove_leather_01",
|
||||||
|
"legs": null,
|
||||||
|
"pants": "pants_cargo_01",
|
||||||
|
"left_foot": "shoe_boot_01",
|
||||||
|
"right_foot": "shoe_boot_01",
|
||||||
|
"accessory": ["belt_01", "necklace_01"]
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
**Rules:**
|
||||||
|
|
||||||
|
- `base_body` is required and must reference a valid `base_body` asset.
|
||||||
|
- Each exclusive slot holds **at most one** asset id (or `null`).
|
||||||
|
- `accessory` is an array (0..N, bounded).
|
||||||
|
- The server validates that every id exists in the catalog and that slot
|
||||||
|
exclusivity is respected.
|
||||||
|
|
||||||
|
### 5.2 Network Replication
|
||||||
|
|
||||||
|
The loadout is replicated as part of the player's spawn/state data:
|
||||||
|
|
||||||
|
```
|
||||||
|
spawn_entity:
|
||||||
|
entity_id: uint32
|
||||||
|
type: player
|
||||||
|
transform: { x, y, rot }
|
||||||
|
props:
|
||||||
|
loadout_hash: uint32 # hash of the loadout for change detection
|
||||||
|
loadout: { ... } # full loadout on spawn / on change
|
||||||
|
```
|
||||||
|
|
||||||
|
- The **full loadout** is sent on spawn and whenever it changes (reliable).
|
||||||
|
- A **`loadout_hash`** lets clients skip re-resolving assets if unchanged.
|
||||||
|
- The server is the **authority** on the loadout; clients send *requests* to
|
||||||
|
change equipment, and the server validates and broadcasts the result.
|
||||||
|
|
||||||
|
### 5.3 Server-Side Validation
|
||||||
|
|
||||||
|
The server rejects a loadout if:
|
||||||
|
|
||||||
|
- `base_body` is missing or unknown.
|
||||||
|
- Any slot references an unknown asset id.
|
||||||
|
- An exclusive slot has more than one item.
|
||||||
|
- An asset's declared `slot` does not match the slot it is placed in.
|
||||||
|
- The accessory list exceeds the configured limit.
|
||||||
|
- The asset is not owned/unlocked by the player (for gated cosmetics).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 6. Godot Runtime Architecture
|
||||||
|
|
||||||
|
### 6.1 Node Structure
|
||||||
|
|
||||||
|
```
|
||||||
|
Avatar (Node3D)
|
||||||
|
├── Skeleton3D # canonical skeleton (from base body)
|
||||||
|
├── BodyMeshes # base body meshes (skinned to Skeleton3D)
|
||||||
|
│ ├── head_Mesh
|
||||||
|
│ ├── torso_Mesh
|
||||||
|
│ └── ...
|
||||||
|
├── Attachments # equipped attachments
|
||||||
|
│ ├── chest_shirt_bandit_01
|
||||||
|
│ ├── hair_mohawk_01
|
||||||
|
│ └── ...
|
||||||
|
└── AttachmentPoints # empty nodes for dynamic mounting
|
||||||
|
├── attach_head
|
||||||
|
├── attach_left_hand
|
||||||
|
└── ...
|
||||||
|
```
|
||||||
|
|
||||||
|
### 6.2 Core Classes
|
||||||
|
|
||||||
|
| Class | Responsibility |
|
||||||
|
|--------------------------|-------------------------------------------------------------|
|
||||||
|
| `AvatarSystem` | Loads base body + attachments, resolves loadouts, owns the avatar node. |
|
||||||
|
| `AvatarLoader` | glTF/GLB import, skeleton merge, skin re-targeting. |
|
||||||
|
| `AvatarSlotRegistry` | Static registry of slot definitions (id, bones, exclusivity).|
|
||||||
|
| `AvatarLoadout` | Serializable loadout model + validation. |
|
||||||
|
| `AvatarCatalog` | Asset catalog (id → asset metadata + resource path). |
|
||||||
|
| `AvatarVisualizer` | Builds the render tree from a loadout. |
|
||||||
|
|
||||||
|
### 6.3 Loading Pipeline
|
||||||
|
|
||||||
|
```
|
||||||
|
loadout JSON
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
AvatarCatalog.resolve(loadout) # id → asset metadata + GLB path
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
AvatarLoader.load_base_body() # import GLB, extract skeleton + base meshes
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
for each equipped slot:
|
||||||
|
AvatarLoader.load_attachment()# import GLB, re-target skin to skeleton
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
AvatarVisualizer.assemble() # parent, hide replaced parts, apply tints
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
Avatar node ready for render
|
||||||
|
```
|
||||||
|
|
||||||
|
### 6.4 Performance Considerations
|
||||||
|
|
||||||
|
- **Shared skeleton:** All meshes skin to one `Skeleton3D`, so skinning is
|
||||||
|
computed once per frame.
|
||||||
|
- **Material batching:** Attachments that share a material are merged into a
|
||||||
|
single mesh where possible (static accessories).
|
||||||
|
- **LOD:** Optional LOD variants per asset; the runtime selects based on
|
||||||
|
distance.
|
||||||
|
- **Caching:** Resolved loadouts and imported GLB resources are cached by
|
||||||
|
`AvatarCatalog` to avoid re-importing on respawn or re-join.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 7. Asset Pipeline & Validation
|
||||||
|
|
||||||
|
### 7.1 Build-Time Validation
|
||||||
|
|
||||||
|
A build-time checker validates every asset before it enters the catalog:
|
||||||
|
|
||||||
|
1. **Format check:** valid glTF 2.0 / GLB.
|
||||||
|
2. **Metadata check:** `extras.agp` present and valid (§4.2).
|
||||||
|
3. **Skeleton check:** all `skin_bones` exist in the canonical skeleton.
|
||||||
|
4. **Slot check:** `slot` is known and `exclusive` matches.
|
||||||
|
5. **Mesh check:** meshes are skinned (or static accessories parented to a bone).
|
||||||
|
6. **Texture check:** sizes, formats, and alpha modes are valid.
|
||||||
|
7. **Uniqueness check:** `id` is unique.
|
||||||
|
|
||||||
|
### 7.2 Catalog Manifest
|
||||||
|
|
||||||
|
The catalog is a JSON manifest mapping asset ids to metadata and resource paths:
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"assets": {
|
||||||
|
"base_human_male_01": {
|
||||||
|
"type": "base_body",
|
||||||
|
"path": "res://assets/avatars/base_human_male_01.glb",
|
||||||
|
"version": "1.0.0"
|
||||||
|
},
|
||||||
|
"chest_bandit_01": {
|
||||||
|
"type": "attachment",
|
||||||
|
"slot": "chest",
|
||||||
|
"path": "res://assets/avatars/chest_bandit_01.glb",
|
||||||
|
"version": "1.0.0"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 8. Security & Anti-Cheat
|
||||||
|
|
||||||
|
- **Server-authoritative loadouts:** Clients only *request* equipment changes;
|
||||||
|
the server validates against the catalog and the player's owned items.
|
||||||
|
- **No client asset injection:** Clients cannot send arbitrary GLB data; they
|
||||||
|
reference catalog ids only.
|
||||||
|
- **Rate limiting:** Equipment-change requests are rate-limited per peer.
|
||||||
|
- **Hash verification:** The `loadout_hash` lets the server detect tampered or
|
||||||
|
stale loadout state.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 9. Open Questions / Future Work
|
||||||
|
|
||||||
|
- **Morph targets / blendshapes:** Support for facial expressions and body
|
||||||
|
morphs (e.g., height, muscle) via glTF morph targets.
|
||||||
|
- **Physics attachments:** Cloth simulation for capes/skirts (Godot cloth).
|
||||||
|
- **Dynamic tinting UI:** A color-picker that writes `baseColorFactor` tints.
|
||||||
|
- **VRM compatibility:** Consider supporting VRM (a glTF extension for
|
||||||
|
humanoid avatars) as an import source.
|
||||||
|
- **Attachment LOD streaming:** Streaming high-res attachments on demand.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 10. Summary
|
||||||
|
|
||||||
|
| Concern | Decision |
|
||||||
|
|------------------------|-------------------------------------------------------|
|
||||||
|
| Format | glTF 2.0 / GLB (GLB preferred for runtime) |
|
||||||
|
| Skeleton | Single canonical humanoid skeleton, name-based merge |
|
||||||
|
| Slots | Fixed slot registry; exclusive body parts + layered attachments |
|
||||||
|
| Loadout | Compact JSON; server-authoritative and validated |
|
||||||
|
| Replication | Full loadout on spawn/change + `loadout_hash` |
|
||||||
|
| Runtime | Godot `Skeleton3D` + name-based skin re-targeting |
|
||||||
|
| Validation | Build-time asset checker + runtime catalog validation |
|
||||||
@@ -0,0 +1,286 @@
|
|||||||
|
# Multiplayer Networking Architecture
|
||||||
|
|
||||||
|
> **Status:** Proposed
|
||||||
|
> **Owner:** Platform team
|
||||||
|
> **Related:** Server authority + client prediction
|
||||||
|
|
||||||
|
## 1. Overview
|
||||||
|
|
||||||
|
This document specifies the multiplayer networking architecture for **agp-game**,
|
||||||
|
a Godot-based game built by autonomous agents. The architecture follows a
|
||||||
|
**server-authoritative model with client-side prediction and reconciliation**,
|
||||||
|
which is the industry standard for fast-paced, competitive multiplayer games.
|
||||||
|
|
||||||
|
The goals of this architecture are:
|
||||||
|
|
||||||
|
- **Fairness & anti-cheat:** The server is the single source of truth for all
|
||||||
|
gameplay state. Clients never directly mutate world state.
|
||||||
|
- **Responsiveness:** Client-side prediction hides network latency so local input
|
||||||
|
feels immediate.
|
||||||
|
- **Determinism:** The server runs a fixed-timestep simulation so that state is
|
||||||
|
reproducible and testable.
|
||||||
|
- **Scalability:** A clear separation between transport, simulation, and
|
||||||
|
replication layers allows the server to be tuned independently.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 2. Transport Choice: ENet over WebSocket
|
||||||
|
|
||||||
|
### 2.1 Decision
|
||||||
|
|
||||||
|
We choose **ENet** as the primary transport for gameplay traffic.
|
||||||
|
|
||||||
|
### 2.2 Justification
|
||||||
|
|
||||||
|
| Criterion | ENet | WebSocket (TCP) |
|
||||||
|
|----------------------|----------------------------------------|-------------------------------------|
|
||||||
|
| **Reliability model**| Reliable + unreliable channels | Reliable only (TCP) |
|
||||||
|
| **Latency** | Low; unreliable packets skip retransmit| Head-of-line blocking on loss |
|
||||||
|
| **Packet ordering** | Per-channel ordering | Global strict ordering |
|
||||||
|
| **Congestion control**| Lightweight, game-oriented | TCP-style (slow start, backoff) |
|
||||||
|
| **Godot support** | First-class (`ENetConnection`, `MultiplayerPeerENet`) | Supported but TCP-based |
|
||||||
|
| **Use case fit** | Real-time action game | Chat, lobby, HTTP-style messaging |
|
||||||
|
|
||||||
|
**Rationale:**
|
||||||
|
|
||||||
|
- **Movement & state replication** are latency-sensitive and tolerate occasional
|
||||||
|
packet loss. ENet's *unreliable* channel lets us send position snapshots at high
|
||||||
|
frequency without head-of-line blocking.
|
||||||
|
- **RPCs that must be delivered** (e.g., interactions, spawns) use ENet's
|
||||||
|
*reliable* channel, giving us exactly the semantics we need without TCP's
|
||||||
|
retransmission stalls.
|
||||||
|
- Godot's `MultiplayerPeerENet` is mature and integrates directly with the
|
||||||
|
high-level multiplayer API (`MultiplayerAPI`, `rpc()`).
|
||||||
|
|
||||||
|
### 2.3 WebSocket as a Secondary Transport
|
||||||
|
|
||||||
|
WebSocket remains available as a **secondary transport** for:
|
||||||
|
|
||||||
|
- **Lobby / matchmaking** messaging (low-frequency, must-be-reliable).
|
||||||
|
- **Browser builds** where raw UDP/ENet is unavailable.
|
||||||
|
- **Admin / telemetry** channels.
|
||||||
|
|
||||||
|
The transport layer is abstracted behind an interface so gameplay code does not
|
||||||
|
depend on the underlying protocol.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 3. Server-Side Game Loop
|
||||||
|
|
||||||
|
### 3.1 Tick Rate
|
||||||
|
|
||||||
|
- **Simulation tick rate:** **30 Hz** (33.33 ms per tick).
|
||||||
|
- **Replication / snapshot rate:** **30 Hz**, aligned with the simulation tick.
|
||||||
|
|
||||||
|
**Justification:**
|
||||||
|
|
||||||
|
- 30 Hz is sufficient for smooth movement and interaction in a top-down / 2D
|
||||||
|
action game while keeping CPU and bandwidth costs predictable.
|
||||||
|
- A fixed timestep (rather than delta-time) makes the simulation deterministic
|
||||||
|
and testable.
|
||||||
|
- The tick rate is a **configuration constant** so it can be raised (e.g., to
|
||||||
|
60 Hz) for competitive modes without architectural changes.
|
||||||
|
|
||||||
|
### 3.2 Authority Model
|
||||||
|
|
||||||
|
- **Server is authoritative** for:
|
||||||
|
- Player position, velocity, and physics state.
|
||||||
|
- Health, damage, and death.
|
||||||
|
- Item pickups, inventory, and world-object state.
|
||||||
|
- Spawning and despawning of entities.
|
||||||
|
- Game rules, scoring, and win/lose conditions.
|
||||||
|
- **Client is authoritative** for:
|
||||||
|
- Its own *input* (which keys/buttons are pressed).
|
||||||
|
- Local camera and UI.
|
||||||
|
- Cosmetic / non-gameplay presentation.
|
||||||
|
|
||||||
|
### 3.3 Server Loop Pseudocode
|
||||||
|
|
||||||
|
```
|
||||||
|
while server_running:
|
||||||
|
process_network_inbound() # read client inputs & RPCs
|
||||||
|
for _ in range(ticks_to_advance):
|
||||||
|
simulate_tick() # fixed 30 Hz step
|
||||||
|
broadcast_snapshots() # replicate authoritative state
|
||||||
|
process_network_outbound() # flush reliable/unreliable channels
|
||||||
|
```
|
||||||
|
|
||||||
|
The server accumulates real elapsed time and advances the simulation in fixed
|
||||||
|
`TICK_DURATION` increments, decoupling simulation from frame rate.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 4. RPC Call Patterns
|
||||||
|
|
||||||
|
RPCs are grouped by direction and reliability. All gameplay RPCs are routed
|
||||||
|
through the high-level `MultiplayerAPI` with explicit `rpc_id` targeting.
|
||||||
|
|
||||||
|
### 4.1 Client → Server (Input & Requests)
|
||||||
|
|
||||||
|
| RPC | Channel | Payload | Notes |
|
||||||
|
|------------------------------|-----------|-------------------------------------------|-------|
|
||||||
|
| `request_move_input` | unreliable| `{ seq, input_state, timestamp }` | Batched per tick; drives prediction |
|
||||||
|
| `request_interact` | reliable | `{ target_id }` | Open door, pick up item, use object |
|
||||||
|
| `request_attack` | reliable | `{ target_id, aim_dir }` | Combat action |
|
||||||
|
| `request_join` | reliable | `{ player_name, profile }` | Session setup |
|
||||||
|
| `request_respawn` | reliable | `{}` | After death |
|
||||||
|
|
||||||
|
**Design notes:**
|
||||||
|
|
||||||
|
- **Input is batched** per client tick and sent with a monotonically increasing
|
||||||
|
`seq` so the server can detect gaps and the client can reconcile.
|
||||||
|
- **Interactions are reliable** because they are discrete, must-happen events
|
||||||
|
(opening a door, picking up an item). Losing them would corrupt world state.
|
||||||
|
|
||||||
|
### 4.2 Server → Client (State & Events)
|
||||||
|
|
||||||
|
| RPC | Channel | Payload | Notes |
|
||||||
|
|------------------------------|-----------|-------------------------------------------|-------|
|
||||||
|
| `snapshot_state` | unreliable| `{ tick, entities[], player_states[] }` | Periodic authoritative state |
|
||||||
|
| `spawn_entity` | reliable | `{ entity_id, type, transform, props }` | New entity enters world |
|
||||||
|
| `despawn_entity` | reliable | `{ entity_id, reason }` | Entity removed |
|
||||||
|
| `interact_result` | reliable | `{ request_seq, success, result }` | Acknowledges interaction |
|
||||||
|
| `damage_event` | reliable | `{ target_id, amount, source_id }` | Combat feedback |
|
||||||
|
| `game_event` | reliable | `{ type, payload }` | Score, win, round start/end |
|
||||||
|
|
||||||
|
### 4.3 Broadcast vs. Targeted
|
||||||
|
|
||||||
|
- **Broadcast (all clients):** `snapshot_state`, `spawn_entity`,
|
||||||
|
`despawn_entity`, `game_event`.
|
||||||
|
- **Targeted (single client):** `interact_result`, `damage_event` (to affected
|
||||||
|
players), and any player-private data.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 5. Client-Side Prediction & Reconciliation
|
||||||
|
|
||||||
|
### 5.1 Prediction
|
||||||
|
|
||||||
|
- The client runs a **local copy of the movement simulation** using the same
|
||||||
|
physics constants as the server.
|
||||||
|
- When the player provides input, the client:
|
||||||
|
1. Applies the input to its local player immediately.
|
||||||
|
2. Renders the predicted position.
|
||||||
|
3. Sends the input to the server (batched, with `seq`).
|
||||||
|
|
||||||
|
### 5.2 Reconciliation
|
||||||
|
|
||||||
|
- The server sends authoritative `snapshot_state` at 30 Hz containing the
|
||||||
|
server's tick number and authoritative player positions.
|
||||||
|
- The client keeps a **ring buffer of predicted states** keyed by input `seq`.
|
||||||
|
- On receiving a snapshot:
|
||||||
|
1. Find the last predicted state that matches the server's tick.
|
||||||
|
2. Compute the **error** between predicted and authoritative position.
|
||||||
|
3. If error exceeds a threshold, **snap or smoothly interpolate** the local
|
||||||
|
player to the authoritative position (error correction).
|
||||||
|
4. Re-simulate any inputs that occurred after the server's tick (rollback).
|
||||||
|
|
||||||
|
### 5.3 Interpolation of Remote Entities
|
||||||
|
|
||||||
|
- **Local player:** predicted + reconciled (see above).
|
||||||
|
- **Remote players / entities:** rendered with **interpolation delay** of
|
||||||
|
`2 × TICK_DURATION` (≈ 66 ms) to smooth out snapshot jitter.
|
||||||
|
- The client buffers the last N snapshots and interpolates between them.
|
||||||
|
|
||||||
|
### 5.4 Prediction Buffer Sizing
|
||||||
|
|
||||||
|
- Buffer size is adaptive based on measured RTT.
|
||||||
|
- Default: hold up to `ceil(RTT / TICK_DURATION) + 2` predicted states.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 6. Entity & World State Replication
|
||||||
|
|
||||||
|
### 6.1 Entity Model
|
||||||
|
|
||||||
|
Every networked entity has:
|
||||||
|
|
||||||
|
- A globally unique `entity_id` (server-assigned).
|
||||||
|
- An `EntityType` (player, enemy, item, projectile, door, ...).
|
||||||
|
- A `Transform` (position, rotation).
|
||||||
|
- A typed `props` dictionary of gameplay state (health, state machine, etc.).
|
||||||
|
|
||||||
|
### 6.2 Snapshot Format
|
||||||
|
|
||||||
|
```
|
||||||
|
snapshot_state:
|
||||||
|
tick: uint32
|
||||||
|
entities:
|
||||||
|
- entity_id: uint32
|
||||||
|
type: uint8
|
||||||
|
transform: { x, y, rot }
|
||||||
|
props: { ... } # delta-encoded where possible
|
||||||
|
player_states:
|
||||||
|
- peer_id: int
|
||||||
|
entity_id: uint32
|
||||||
|
health: int
|
||||||
|
state: uint8
|
||||||
|
```
|
||||||
|
|
||||||
|
### 6.3 Delta Compression
|
||||||
|
|
||||||
|
- Only **changed** entity fields are sent per snapshot (dirty-flag per entity).
|
||||||
|
- Static or unchanged entities are omitted from the snapshot.
|
||||||
|
- This keeps bandwidth proportional to *activity*, not world size.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 7. Connection & Session Lifecycle
|
||||||
|
|
||||||
|
1. **Connect:** Client opens an ENet connection to the server.
|
||||||
|
2. **Authenticate / Join:** Client sends `request_join`; server validates and
|
||||||
|
assigns a `peer_id` and spawns the player entity.
|
||||||
|
3. **Spawn:** Server broadcasts `spawn_entity` for the new player to all clients.
|
||||||
|
4. **Play:** Input → prediction → server simulation → snapshot → reconciliation.
|
||||||
|
5. **Disconnect:** Server removes the player entity, broadcasts `despawn_entity`,
|
||||||
|
and cleans up session state.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 8. Security & Anti-Cheat
|
||||||
|
|
||||||
|
- **No client-authoritative gameplay values.** Clients only send *inputs* and
|
||||||
|
*requests*; the server computes all outcomes.
|
||||||
|
- **Input validation:** Server clamps movement speed, rejects out-of-bounds
|
||||||
|
positions, and validates interaction targets.
|
||||||
|
- **Rate limiting:** Per-peer input and RPC rate limits prevent flooding.
|
||||||
|
- **Sequence validation:** Gaps or replays in input `seq` are detected and
|
||||||
|
rejected.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 9. Testing & Determinism
|
||||||
|
|
||||||
|
- The simulation is a **pure function of (state, inputs, tick)** so it can be
|
||||||
|
unit-tested headlessly.
|
||||||
|
- A **replay system** records inputs and can re-simulate to verify server and
|
||||||
|
client produce identical results.
|
||||||
|
- Network code is tested with a **mock transport** that can inject latency,
|
||||||
|
jitter, and packet loss.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 10. Open Questions / Future Work
|
||||||
|
|
||||||
|
- **Interest management / spatial partitioning:** For large worlds, restrict
|
||||||
|
snapshots to entities near each client (AOI culling).
|
||||||
|
- **Server-side physics:** Decide whether to use Godot's physics server on the
|
||||||
|
host or a custom deterministic physics step.
|
||||||
|
- **Dedicated server vs. listen server:** The architecture supports both; a
|
||||||
|
dedicated headless server is the target for production.
|
||||||
|
- **WebSocket fallback:** Implement the transport abstraction for browser builds.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 11. Summary
|
||||||
|
|
||||||
|
| Concern | Decision |
|
||||||
|
|------------------------|-------------------------------------------------|
|
||||||
|
| Transport | ENet (primary), WebSocket (secondary) |
|
||||||
|
| Tick rate | 30 Hz fixed timestep |
|
||||||
|
| Authority | Server-authoritative; client sends input only |
|
||||||
|
| Prediction | Client-side prediction + reconciliation |
|
||||||
|
| Remote interpolation | 2-tick interpolation delay |
|
||||||
|
| Replication | Delta-compressed snapshots at 30 Hz |
|
||||||
|
| Interaction RPCs | Reliable channel |
|
||||||
|
| Movement input | Unreliable channel, batched with sequence |
|
||||||
@@ -0,0 +1,47 @@
|
|||||||
|
; Engine configuration file.
|
||||||
|
; It's best edited using the editor UI and not directly,
|
||||||
|
; but it can also be edited by hand.
|
||||||
|
|
||||||
|
config_version=5
|
||||||
|
|
||||||
|
[application]
|
||||||
|
|
||||||
|
config/name="AGP Game"
|
||||||
|
run/main_scene="res://scenes/server.tscn"
|
||||||
|
config/features=PackedStringArray("4.6.2.stable")
|
||||||
|
|
||||||
|
[autoload]
|
||||||
|
|
||||||
|
Server="*res://scripts/server.gd"
|
||||||
|
|
||||||
|
[display]
|
||||||
|
|
||||||
|
window/size/viewport_width=1280
|
||||||
|
window/size/viewport_height=720
|
||||||
|
|
||||||
|
[input]
|
||||||
|
|
||||||
|
move_forward={
|
||||||
|
"deadzone": 0.5,
|
||||||
|
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
|
||||||
|
]
|
||||||
|
}
|
||||||
|
move_left={
|
||||||
|
"deadzone": 0.5,
|
||||||
|
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
|
||||||
|
]
|
||||||
|
}
|
||||||
|
move_right={
|
||||||
|
"deadzone": 0.5,
|
||||||
|
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
|
||||||
|
]
|
||||||
|
}
|
||||||
|
move_down={
|
||||||
|
"deadzone": 0.5,
|
||||||
|
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
|
||||||
|
]
|
||||||
|
}
|
||||||
|
|
||||||
|
[rendering]
|
||||||
|
|
||||||
|
renderer/rendering_method="forward_plus"
|
||||||
@@ -0,0 +1,6 @@
|
|||||||
|
[gd_scene load_steps=2 format=3]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://scripts/player_spawner.gd" id="1"]
|
||||||
|
|
||||||
|
[node name="Player" type="CharacterBody3D"]
|
||||||
|
script = ExtResource("1")
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
[gd_scene load_steps=1 format=3]
|
||||||
|
|
||||||
|
[node name="Server" type="Node"]
|
||||||
@@ -0,0 +1,232 @@
|
|||||||
|
class_name PlayerNode
|
||||||
|
extends CharacterBody3D
|
||||||
|
## PlayerNode - Server-side player entity.
|
||||||
|
##
|
||||||
|
## Represents a connected player on the server. Handles movement,
|
||||||
|
## input processing, and state synchronization.
|
||||||
|
|
||||||
|
# --- Signals ---
|
||||||
|
signal health_changed(new_health: int)
|
||||||
|
signal player_died(player_node: PlayerNode)
|
||||||
|
|
||||||
|
|
||||||
|
# --- Constants ---
|
||||||
|
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 ---
|
||||||
|
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
|
||||||
|
|
||||||
|
|
||||||
|
func _physics_process(delta: float) -> void:
|
||||||
|
if not is_alive:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Process input from queue
|
||||||
|
_process_input(delta)
|
||||||
|
|
||||||
|
# Apply gravity
|
||||||
|
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()
|
||||||
|
|
||||||
|
|
||||||
|
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
|
||||||
|
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
|
||||||
|
|
||||||
|
|
||||||
|
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,
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
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(),
|
||||||
|
})
|
||||||
|
|
||||||
|
|
||||||
|
@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
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://br27owjh2f5xd
|
||||||
@@ -0,0 +1,174 @@
|
|||||||
|
## ServerMain - Dedicated server root node.
|
||||||
|
## Accepts ENet connections, spawns Player nodes for each peer,
|
||||||
|
## and runs the simulation tick loop at 20 Hz.
|
||||||
|
extends Node
|
||||||
|
|
||||||
|
|
||||||
|
## Maximum number of concurrent players.
|
||||||
|
const MAX_PLAYERS := 16
|
||||||
|
|
||||||
|
## Server tick rate (Hz).
|
||||||
|
const TICK_RATE := 20
|
||||||
|
|
||||||
|
## Tick duration in seconds.
|
||||||
|
const TICK_DURATION := 1.0 / TICK_RATE
|
||||||
|
|
||||||
|
## ENet server port.
|
||||||
|
const SERVER_PORT := 7777
|
||||||
|
|
||||||
|
## Network peer used for ENet communication.
|
||||||
|
var network_peer: ENetMultiplayerPeer
|
||||||
|
|
||||||
|
## Map of peer_id -> Player node.
|
||||||
|
var players: Dictionary = {}
|
||||||
|
|
||||||
|
## Current tick counter (server-authoritative).
|
||||||
|
var tick: int = 0
|
||||||
|
|
||||||
|
## Whether the server is running.
|
||||||
|
var is_running: bool = false
|
||||||
|
|
||||||
|
## Accumulated real time for fixed timestep simulation.
|
||||||
|
var accumulator: float = 0.0
|
||||||
|
|
||||||
|
## Player scene resource (loaded once).
|
||||||
|
var _player_scene: PackedScene
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
# Preload the player scene once.
|
||||||
|
_player_scene = preload("res://scenes/player.tscn")
|
||||||
|
|
||||||
|
# Create and assign the ENet server peer.
|
||||||
|
network_peer = _create_server_peer()
|
||||||
|
if network_peer:
|
||||||
|
multiplayer.multiplayer_peer = network_peer
|
||||||
|
is_running = true
|
||||||
|
print("[Server] Started on port %d" % SERVER_PORT)
|
||||||
|
else:
|
||||||
|
printerr("[Server] Failed to create ENet peer.")
|
||||||
|
get_tree().quit(1)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Server creation
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _create_server_peer() -> ENetMultiplayerPeer:
|
||||||
|
var peer := ENetMultiplayerPeer.new()
|
||||||
|
var error := peer.create_server(SERVER_PORT, MAX_PLAYERS)
|
||||||
|
if error != OK:
|
||||||
|
printerr("[Server] create_server error: %d" % error)
|
||||||
|
return null
|
||||||
|
return peer
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Fixed-timestep simulation loop
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _process(delta: float) -> void:
|
||||||
|
if not is_running:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Fixed timestep accumulator.
|
||||||
|
accumulator += delta
|
||||||
|
while accumulator >= TICK_DURATION:
|
||||||
|
accumulator -= TICK_DURATION
|
||||||
|
_tick()
|
||||||
|
|
||||||
|
|
||||||
|
func _tick() -> void:
|
||||||
|
"""Main server simulation tick (called at TICK_RATE)."""
|
||||||
|
tick += 1
|
||||||
|
|
||||||
|
# Process player inputs and update state.
|
||||||
|
for peer_id in players:
|
||||||
|
var player: Node3D = players[peer_id]
|
||||||
|
if player and player.has_method("process_server_input"):
|
||||||
|
player.process_server_input(tick)
|
||||||
|
|
||||||
|
# Broadcast snapshot to all clients.
|
||||||
|
_broadcast_snapshot()
|
||||||
|
|
||||||
|
|
||||||
|
func _broadcast_snapshot() -> void:
|
||||||
|
"""Broadcast the current authoritative state to all connected clients."""
|
||||||
|
var snapshot_data := {
|
||||||
|
"tick": tick,
|
||||||
|
"players": {},
|
||||||
|
}
|
||||||
|
|
||||||
|
for peer_id in players:
|
||||||
|
var player: Node3D = players[peer_id]
|
||||||
|
if player and player.has_method("get_server_state"):
|
||||||
|
snapshot_data.players[peer_id] = player.get_server_state()
|
||||||
|
|
||||||
|
# Send snapshot to all peers except the server itself (peer_id == 1).
|
||||||
|
var peer_ids: Array = multiplayer.get_peers()
|
||||||
|
for pid in peer_ids:
|
||||||
|
if pid == 1: # 1 is the server itself
|
||||||
|
continue
|
||||||
|
rpc_id(pid, "_receive_snapshot", snapshot_data)
|
||||||
|
|
||||||
|
|
||||||
|
# Remote: clients receive snapshots.
|
||||||
|
@rpc("any_peer", "call_remote", "reliable")
|
||||||
|
func _receive_snapshot(snapshot_data: Dictionary) -> void:
|
||||||
|
pass # Handled by client scene.
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Connection lifecycle
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _on_peer_connected(peer_id: int) -> void:
|
||||||
|
print("[Server] Peer %d connected." % peer_id)
|
||||||
|
|
||||||
|
if players.size() >= MAX_PLAYERS:
|
||||||
|
print("[Server] Max players reached. Disconnecting peer %d." % peer_id)
|
||||||
|
rpc_id(peer_id, "_kick", "Server is full.")
|
||||||
|
return
|
||||||
|
|
||||||
|
# Spawn a Player node for this peer.
|
||||||
|
var player: Node3D = _player_scene.instantiate()
|
||||||
|
player.name = "Player_%d" % peer_id
|
||||||
|
player.peer_id = peer_id
|
||||||
|
add_child(player)
|
||||||
|
players[peer_id] = player
|
||||||
|
|
||||||
|
print("[Server] Spawned player node for peer %d." % peer_id)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_peer_disconnected(peer_id: int) -> void:
|
||||||
|
print("[Server] Peer %d disconnected." % peer_id)
|
||||||
|
if players.has(peer_id):
|
||||||
|
var player: Node3D = players[peer_id]
|
||||||
|
if player.is_inside_tree():
|
||||||
|
player.queue_free()
|
||||||
|
players.erase(peer_id)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# RPCs
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
@rpc("any_peer", "call_remote", "reliable")
|
||||||
|
func _kick(reason: String) -> void:
|
||||||
|
print("[Server] Kicking caller: %s" % reason)
|
||||||
|
rpc_id(multiplayer.get_remote_sender_id(), "_disconnect", reason)
|
||||||
|
|
||||||
|
|
||||||
|
@rpc("call_remote", "reliable")
|
||||||
|
func _disconnect(reason: String) -> void:
|
||||||
|
print("[Server] Disconnecting: %s" % reason)
|
||||||
|
get_tree().quit(0)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Signal connections
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _enter_tree() -> void:
|
||||||
|
multiplayer.peer_connected.connect(_on_peer_connected)
|
||||||
|
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://cwjv826lva2gi
|
||||||
Reference in New Issue
Block a user