Files
modbison/scripts/game.gd
T
daddy 80f24bfd01
checkpoint / checkpoint (push) Successful in 1m40s
Avatars actually show; camera stops hugging the player
- SpringArm3D was colliding with the player's own capsule (same layer) ->
  camera yanked up against the head. add_excluded_object(self) in _ready +
  gentler default pitch, shorter arm, lower pivot.
- AvatarSystem.build_current_avatar() is now self-sufficient: loads the
  catalog itself and falls back to a bare default loadout if login didn't
  prime one. So the in-world player always shows an avatar, never the
  capsule, as long as the assets are packed (they are now).
- New AvatarSystem.assemble_avatar(): builds a standalone avatar with a
  throwaway loader, touching no shared state -- so it's safe to call once
  for the local player AND once per remote peer. (load_avatar()'s shared
  loader reset()s and freed the previous avatar on every call.)
- game.gd: remote players render as the assembled avatar too (shared default
  look, tinted per-peer, name tag) instead of a plain capsule.

Client-side -- rebuild the exe.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-05 23:52:10 +00:00

166 lines
5.3 KiB
GDScript

extends Node3D
## Root controller for scenes/game.tscn.
##
## Local single-player by default (walk around the test level). When
## Session.active (set by world_list.gd after POST /api/worlds/{id}/join),
## connects a NetworkClient to the world's dedicated server and runs
## networked: the local Player keeps predicting with its own collision-aware
## movement, its input is forwarded to the server each physics frame, the
## server's authoritative position is a correction backstop, and other
## players are rendered from snapshots.
##
## Appearance sync is a follow-up -- remote players show as labelled capsules,
## not their own avatars (the server doesn't replicate loadouts yet).
const REMOTE_LERP := 12.0
## Snap the local player to the server position past this drift (metres).
## Generous -- only catches real desync / teleport / a wall the client walked
## through, not normal prediction noise.
const CORRECTION_THRESHOLD := 1.5
@onready var _player: Player = $Player
var _net: NetworkClient = null
var _networked := false
var _remotes: Dictionary = {} # peer_id -> Node3D
var _status_label: Label = null
func _ready() -> void:
if Session.active:
_setup_networked()
func _setup_networked() -> void:
_show_status("Connecting to %s…" % Session.host)
_net = NetworkClient.new()
_net.name = "NetworkClient"
add_child(_net)
_net.server_disconnected.connect(_on_server_lost)
_net.connection_failed.connect(_on_server_lost)
var ok: bool = await _net.connect_to_server(Session.host, Session.port)
if not ok:
_on_server_lost()
return
_networked = true
_hide_status()
# Physics-process AFTER the player so net_input reflects this frame.
process_physics_priority = 10
func _physics_process(_delta: float) -> void:
if not _networked or _net == null or not _net.is_connected_to_server():
return
# 1. Forward the local player's input to the server.
var inp: Dictionary = _player.net_input
_net.send_input(inp["move_x"], inp["move_z"], inp["jump"], inp["look_yaw"])
# 2. Server-authoritative correction backstop.
var own: Dictionary = _net.get_own_server_state()
if own.has("position"):
var server_pos: Vector3 = own["position"]
if _player.global_position.distance_to(server_pos) > CORRECTION_THRESHOLD:
_player.apply_server_correction(server_pos)
# 3. Remote players.
_sync_remotes(_net.get_remote_states(), _delta)
func _sync_remotes(states: Dictionary, delta: float) -> void:
for pid in states:
var st: Dictionary = states[pid]
var node: Node3D = _remotes.get(pid)
if node == null:
node = _make_remote(pid)
_remotes[pid] = node
add_child(node)
node.global_position = st.get("position", Vector3.ZERO)
var target: Vector3 = st.get("position", node.global_position)
node.global_position = node.global_position.lerp(target, clampf(REMOTE_LERP * delta, 0.0, 1.0))
node.rotation.y = st.get("rotation_y", node.rotation.y)
for pid in _remotes.keys():
if not states.has(pid):
_remotes[pid].queue_free()
_remotes.erase(pid)
func _make_remote(pid: int) -> Node3D:
var root := Node3D.new()
root.name = "Remote_%d" % pid
# Other players get the assembled avatar too (everyone shares the default
# look for now -- per-player loadout replication is the follow-up), tinted
# by peer id so they're still tellable apart, plus a name tag.
var tint := Color.from_hsv(fmod(float(pid) * 0.61803, 1.0), 0.55, 0.95)
var avatars := get_node_or_null("/root/AvatarSystem")
var visual: Node3D = null
if avatars and avatars.has_method("build_current_avatar"):
visual = avatars.build_current_avatar()
if visual != null:
visual.position = Vector3(0, -0.85, 0) # feet -> ground (root is at hip height from server)
for mi in _all_mesh_instances(visual):
var m := StandardMaterial3D.new()
m.albedo_color = tint
mi.material_override = m
root.add_child(visual)
else:
var body := MeshInstance3D.new()
var capsule := CapsuleMesh.new()
capsule.radius = 0.35
capsule.height = 1.7
body.mesh = capsule
body.position = Vector3(0, 0.85, 0)
var mat := StandardMaterial3D.new()
mat.albedo_color = tint
body.material_override = mat
root.add_child(body)
var tag := Label3D.new()
tag.text = "Player %d" % pid
tag.position = Vector3(0, 2.1, 0)
tag.billboard = BaseMaterial3D.BILLBOARD_ENABLED
tag.no_depth_test = true
tag.pixel_size = 0.004
root.add_child(tag)
return root
func _all_mesh_instances(node: Node, out: Array = []) -> Array:
if node is MeshInstance3D:
out.append(node)
for c in node.get_children():
_all_mesh_instances(c, out)
return out
func _on_server_lost() -> void:
_networked = false
_show_status("Disconnected from the server. Returning to worlds…")
await get_tree().create_timer(1.5).timeout
Session.clear()
get_tree().change_scene_to_file("res://scenes/world_list.tscn")
# ─── tiny on-screen status ────────────────────────────────────────────────────
func _show_status(text: String) -> void:
if _status_label == null:
var layer := CanvasLayer.new()
layer.name = "StatusLayer"
add_child(layer)
_status_label = Label.new()
_status_label.position = Vector2(16, 16)
_status_label.add_theme_font_size_override("font_size", 18)
layer.add_child(_status_label)
_status_label.text = text
_status_label.visible = true
func _hide_status() -> void:
if _status_label:
_status_label.visible = false