Remove AI multiplayer
This commit is contained in:
@@ -0,0 +1,149 @@
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extends Node3D
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## World script for the multiplayer scene. Consumes the host/join request set
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## by the main menu, spawns the world's stations/items on whichever machine
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## owns the world (server, or the local player when offline), spawns/despawns
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## a player avatar per connected peer, and returns to the menu if the session
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## ends.
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##
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## The world's actual content (stations, items) is NOT baked into this scene —
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## it's spawned at runtime from Net/world_layout.gd via NetworkManager, so a
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## joining client receives it from the server (MultiplayerSpawner replays
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## existing spawns to late joiners) instead of relying on its own local copy
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## matching.
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const PLAYER_SCENE := preload("res://Player/net_player.tscn")
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## Whether to spawn the full WorldLayout on the machine that owns the world.
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## The real game scene wants this; focused debug scenes (test/) bake their own
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## handful of stations and items instead and turn it off, so the thing under
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## test isn't sharing the world with a second copy of the whole kitchen.
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@export var populate_from_layout: bool = true
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var xr_interface: XRInterface
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var _populated := false
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func _ready() -> void:
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xr_interface = XRServer.find_interface("OpenXR")
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if xr_interface and xr_interface.is_initialized():
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DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
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get_viewport().use_xr = true
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NetworkManager.register_world(self, $PlayersSpawner, $ItemsSpawner)
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NetworkManager.player_joined.connect(_on_player_joined)
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NetworkManager.player_left.connect(_on_player_left)
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NetworkManager.session_started.connect(_on_session_started)
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NetworkManager.session_ended.connect(_on_session_ended)
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NetworkManager.connection_failed.connect(_on_connection_failed)
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# world_ready() is what actually calls host()/join() (or the cmdline
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# equivalent). Populating before this point is wrong for EVERY case, not
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# just offline: is_online() is still false until host()/join() runs, so
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# owns_world() would read true for a joining client too, and it would
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# build its own local copy instead of receiving the server's via the
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# spawner. host() emits session_started synchronously, which populates
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# via _on_session_started below; the explicit call after world_ready()
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# only matters for the case where neither host() nor join() ran (no
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# pending session, no cmdline args) — running this scene directly offline.
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NetworkManager.world_ready()
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_populate_world_if_owner()
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get_tree().create_timer(3.0).timeout.connect(_log_world_state)
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# Temporary-ish sanity check: confirms WorldContent actually ended up
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# populated on this peer (whether by spawning it or by receiving it via
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# replication), so a silent replication failure shows up in the net log
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# instead of just an empty-looking world.
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func _log_world_state() -> void:
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NetworkManager.log_line("World state: WorldContent=%d children, Players=%d children" % [$WorldContent.get_child_count(), $Players.get_child_count()])
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func _exit_tree() -> void:
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NetworkManager.unregister_world()
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func _on_session_started(_is_server: bool) -> void:
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NetworkManager.gate_existing_stations()
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_populate_world_if_owner()
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## Spawns the world's stations/items exactly once, on the machine that owns
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## world logic (server or offline). Safe to call multiple times/entry points.
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func _populate_world_if_owner() -> void:
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if _populated or not populate_from_layout:
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return
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# WorldLayout reads the live scene tree to find what to replicate, so it
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# needs to be an instance sitting in that tree — its methods can't be called
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# on the class itself.
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var layout := WorldLayout.new()
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add_child(layout)
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var authored := layout.get_station_nodes()
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authored.append_array(layout.get_item_nodes())
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# The stations and items authored into the scene file are a *template*, not
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# the live world. Only the server turns them into real objects, spawned
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# through NetworkManager so they replicate. Every peer therefore drops its
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# own authored copies: the client would otherwise show its local originals
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# on top of the server's replicated ones, and the two sets would drift apart
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# because only the server's are synced.
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if not NetworkManager.owns_world():
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NetworkManager.log_line("Clearing %d authored nodes; the server's copies replace them" % authored.size())
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_remove_authored(authored)
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layout.queue_free()
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return
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_populated = true
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GameManager.meals_in_play = ["hamburger"]
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var stations := layout.get_stations()
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var items := layout.get_items()
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layout.queue_free()
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_remove_authored(authored)
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NetworkManager.log_line("Populating world: %d stations, %d items" % [stations.size(), items.size()])
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for d in stations:
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NetworkManager.spawn_item(d["scene"], d["xform"], d["name"], d["props"])
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for d in items:
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NetworkManager.spawn_item(d["scene"], d["xform"], d["name"], d["props"])
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NetworkManager.log_line("World populated")
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# Free the authored template nodes. Done immediately rather than with
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# queue_free() so the names are released before the replicated copies are
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# spawned under the same ones.
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func _remove_authored(nodes: Array[Node]) -> void:
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for node in nodes:
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if is_instance_valid(node):
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node.get_parent().remove_child(node)
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node.free()
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## Only the server (or the single offline machine) materialises player
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## avatars; MultiplayerSpawner replicates the result to everyone else,
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## including late joiners.
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func _on_player_joined(peer_id: int) -> void:
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if not NetworkManager.owns_world() or $Players.has_node(str(peer_id)):
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return
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var p := PLAYER_SCENE.instantiate()
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p.name = str(peer_id)
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$Players.add_child(p, true)
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NetworkManager.log_line("Spawned avatar for peer %d" % peer_id)
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func _on_player_left(peer_id: int) -> void:
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if not NetworkManager.owns_world():
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return
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var p := $Players.get_node_or_null(str(peer_id))
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if p:
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p.queue_free()
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NetworkManager.log_line("Despawned avatar for peer %d" % peer_id)
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func _on_session_ended() -> void:
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NetworkManager.log_line("Session ended, returning to main menu")
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get_tree().change_scene_to_file("res://Scenes/mainMenu.tscn")
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func _on_connection_failed() -> void:
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NetworkManager.log_line("Connection failed, returning to main menu")
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get_tree().change_scene_to_file("res://Scenes/mainMenu.tscn")
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@@ -0,0 +1 @@
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uid://d1cefhe3yyyds
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+208
-208
@@ -1,209 +1,209 @@
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extends MultiplayerSynchronizer
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## Networked sync component for a pickable item. Added as a child literally
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## named "NetPickable" (network_manager.gd's authority RPCs already expect
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## this) of every net-synced pickable, replicating its transform and held
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## state. Only the current multiplayer authority (the server while loose, or
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## whichever peer is holding it) actually simulates physics for the item;
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## every other peer freezes their local copy and just follows the synced
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## transform.
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## 0 = loose/server-simulated; otherwise the peer id currently holding it.
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## Replicated at spawn and on change so a late joiner sees the current holder.
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var net_held_by: int = 0: set = _set_net_held_by
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var _pickable: XRToolsPickable
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# This item's own baked freeze_mode (e.g. plate.tscn bakes KINEMATIC, not the
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# RigidBody3D default of STATIC) — captured once so it can be restored when
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# this peer regains ownership, instead of getting stuck on whatever
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# apply_held_state() last forced it to while non-authority.
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var _original_freeze_mode: int
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# Same idea for the pickable's authored `enabled` flag, which the non-authority
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# branch of apply_held_state() clears while someone else is holding the item.
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var _original_enabled: bool
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# Whether the "our own hand still holds this" guard has already been logged for
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# the current grab. apply_held_state() runs every network tick, so without this
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# the guard message repeats for as long as you hold the item.
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var _grab_race_logged := false
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func _ready() -> void:
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_pickable = get_parent() as XRToolsPickable
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if not _pickable:
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push_error("NetPickable must be a child of an XRToolsPickable")
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return
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_original_freeze_mode = _pickable.freeze_mode
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_original_enabled = _pickable.enabled
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_pickable.picked_up.connect(_on_picked_up)
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_pickable.dropped.connect(_on_dropped)
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# Deferred: the pickable root captures its own original_collision_mask/
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# original_collision_layer via @onready, which runs AFTER this child's
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# _ready() but BEFORE the root's _ready() body. Calling apply_held_state
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# synchronously here would freeze/mask the item before that capture runs,
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# permanently corrupting the "restore on drop" values.
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apply_held_state.call_deferred()
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func _set_net_held_by(value: int) -> void:
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var old := net_held_by
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net_held_by = value
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if old != value and NetworkManager.is_online():
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print("%s net_held_by: %d -> %d (local state: %s, authority=%d)" % [
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_pickable.name, old, value, _holder_desc(), get_multiplayer_authority()
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])
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apply_held_state()
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## Puts the item in the right physics state for whether this peer currently
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## owns it. Called locally after net_held_by changes, and directly by
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## NetworkManager._set_item_authority right after an authority handoff.
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##
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## IMPORTANT: this runs on every network tick, not just on a real change.
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## net_held_by is replicated in ALWAYS mode, so the synchronizer assigns it every
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## tick on non-authority peers — unchanged value included — and that assignment
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## lands in _set_net_held_by(), which calls this. So every branch here has to be
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## idempotent and silent when there is nothing to do: otherwise each item logs a
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## line and rewrites four physics properties every tick on every peer that
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## doesn't own it.
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func apply_held_state() -> void:
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if not _pickable:
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return
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if not NetworkManager.is_online() or is_multiplayer_authority():
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_grab_race_logged = false
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# We own this item's simulation (offline, loose+server, or currently
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# holding it). If it's not actively in our own hand right now, make
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# sure it isn't still left frozen/collision-less from a previous
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# non-authority period (e.g. right after regaining authority when a
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# client released it) — while actually held, XRToolsPickable's own
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# pick_up()/let_go() already manage these fields, so leave those be.
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if not _pickable.is_picked_up():
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var changed := _pickable.freeze_mode != _original_freeze_mode \
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or _pickable.collision_mask != _pickable.original_collision_mask
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if changed:
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if NetworkManager.is_online():
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print(
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"%s: reclaiming ownership, restoring freeze_mode %d->%d collision_mask %d->%d" % [
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_pickable.name, _pickable.freeze_mode, _original_freeze_mode,
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_pickable.collision_mask, _pickable.original_collision_mask
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]
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)
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_pickable.freeze_mode = _original_freeze_mode
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_pickable.collision_mask = _pickable.original_collision_mask
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# Unlike freeze/collision (which XRToolsPickable manages itself while
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# held), `enabled` is only ever written by the non-authority branch
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# below, so it must be restored here or it stays false forever: once a
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# client grabbed this item, every other peer set enabled=false, and
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# regaining authority left it that way. On the server that silently
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# broke everything downstream — hands couldn't pick the item up again,
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# and a station snap zone would "snap" it (emitting has_picked_up, so
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# e.g. a plate still got marked dirty) while pick_up() bailed out on
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# the disabled item, leaving the zone holding an item with no grab
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# driver that then fell out of the station.
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if _pickable.enabled != _original_enabled:
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if NetworkManager.is_online():
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print("%s: reclaiming ownership, restoring enabled %s->%s" % [
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_pickable.name, _pickable.enabled, _original_enabled
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])
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_pickable.enabled = _original_enabled
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return
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# A net_held_by/position sync update can race ahead of the
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# authority-handoff RPC that's about to confirm a grab we just made
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# optimistically (they travel on different channels with no ordering
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# guarantee). Don't let a stale sync value yank an item out of our own
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# hand mid-grab — only an explicit force_release_item rejection, or
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# actually losing authority for real, should end a grab we initiated.
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if _pickable.is_picked_up() and _pickable.get_picked_up_by() is XRToolsFunctionPickup:
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# Log once per grab, not once per tick.
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if NetworkManager.is_online() and not _grab_race_logged:
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_grab_race_logged = true
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print(
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"%s: ignoring non-authority sync (net_held_by=%d) — still actively held by our own hand (grab-race guard)" % [
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_pickable.name, net_held_by
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]
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)
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return
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_grab_race_logged = false
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# Someone else owns it: stop simulating locally, just follow the sync.
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if _pickable.is_picked_up():
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if NetworkManager.is_online():
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print(
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"%s: was held by %s on this peer, but authority now says peer %d owns it — force-dropping" % [
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_pickable.name, _holder_desc(), net_held_by
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]
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)
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_pickable.drop()
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# Bail out when we're already in the follow-the-sync state. Without this the
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# writes below (and the line logged with them) repeated every tick for every
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# item on every non-authority peer — 90% of the log, plus four redundant
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# physics-property writes per item per tick. The comparison also means we
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# still re-apply if something else perturbs the state (e.g. let_go()
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# restoring the collision mask after a force-drop).
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var want_enabled := (net_held_by == 0)
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if _pickable.freeze \
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and _pickable.freeze_mode == RigidBody3D.FREEZE_MODE_KINEMATIC \
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and _pickable.collision_mask == 0 \
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and _pickable.enabled == want_enabled:
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return
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if NetworkManager.is_online():
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print("%s: freezing (non-authority, owner=peer %d)" % [_pickable.name, net_held_by])
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_pickable.freeze = true
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_pickable.freeze_mode = RigidBody3D.FREEZE_MODE_KINEMATIC
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_pickable.collision_mask = 0
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_pickable.enabled = want_enabled
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## Local hand grab (not a station snap zone, which is server-only): request
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## authority immediately so the throw/drop can be reconciled, but let the grab
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## happen instantly here rather than waiting on the round trip.
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func _on_picked_up(_p) -> void:
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var by := _pickable.get_picked_up_by()
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if not (by is XRToolsFunctionPickup):
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# e.g. a station snap zone grabbed it (server-side auto-snap, or the
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# addon's own "grab out of a snap zone" shortcut mid-cascade) — not a
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# player-initiated hand grab, so no authority request from here.
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if NetworkManager.is_online():
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print("%s picked up by %s (not a hand) — no authority request" % [_pickable.name, _holder_desc()])
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return
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if NetworkManager.is_online():
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print("%s grabbed by hand (authority was peer %d), requesting authority" % [_pickable.name, net_held_by])
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NetworkManager.request_item_authority_from(_pickable.get_path())
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func _on_dropped(_p) -> void:
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# Only forward if we're actually still the authority — a drop caused by
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# apply_held_state() losing authority (see above) must not re-report.
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if not is_multiplayer_authority():
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if NetworkManager.is_online():
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print("%s dropped locally, but we aren't its authority (peer %d is) — not reporting" % [_pickable.name, net_held_by])
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return
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if NetworkManager.is_online():
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print("%s dropped, reporting release to server (lin=%s ang=%s)" % [
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_pickable.name, _pickable.linear_velocity, _pickable.angular_velocity
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])
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# Send our own final transform too: we were the authority until now, and the
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# server's copy may not have received our last position sync yet.
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NetworkManager.release_item_authority_from(
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_pickable.get_path(), _pickable.linear_velocity, _pickable.angular_velocity,
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_pickable.global_transform
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)
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## Human-readable description of what's currently holding this item on THIS
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## peer, for diagnosing desyncs between a hand's own "what am I holding"
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## bookkeeping and the item's actual grab state (see the snap-zone-grab race
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## in NetworkManager._try_snap_into_station for a real example).
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func _holder_desc() -> String:
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if not _pickable or not _pickable.is_picked_up():
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return "loose"
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var by := _pickable.get_picked_up_by()
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if not by:
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return "held(no grabber?)"
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if by is XRToolsFunctionPickup:
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return "hand(%s)" % by.get_path()
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if by is XRToolsSnapZone:
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var station := by.get_parent()
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return "zone(%s)" % (station.name if station else str(by.get_path()))
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return "other(%s: %s)" % [by.get_class(), by.get_path()]
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#
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### Networked sync component for a pickable item. Added as a child literally
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### named "NetPickable" (network_manager.gd's authority RPCs already expect
|
||||
### this) of every net-synced pickable, replicating its transform and held
|
||||
### state. Only the current multiplayer authority (the server while loose, or
|
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### whichever peer is holding it) actually simulates physics for the item;
|
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### every other peer freezes their local copy and just follows the synced
|
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### transform.
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#
|
||||
### 0 = loose/server-simulated; otherwise the peer id currently holding it.
|
||||
### Replicated at spawn and on change so a late joiner sees the current holder.
|
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#var net_held_by: int = 0: set = _set_net_held_by
|
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#
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#var _pickable: XRToolsPickable
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#
|
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## This item's own baked freeze_mode (e.g. plate.tscn bakes KINEMATIC, not the
|
||||
## RigidBody3D default of STATIC) — captured once so it can be restored when
|
||||
## this peer regains ownership, instead of getting stuck on whatever
|
||||
## apply_held_state() last forced it to while non-authority.
|
||||
#var _original_freeze_mode: int
|
||||
#
|
||||
## Same idea for the pickable's authored `enabled` flag, which the non-authority
|
||||
## branch of apply_held_state() clears while someone else is holding the item.
|
||||
#var _original_enabled: bool
|
||||
#
|
||||
## Whether the "our own hand still holds this" guard has already been logged for
|
||||
## the current grab. apply_held_state() runs every network tick, so without this
|
||||
## the guard message repeats for as long as you hold the item.
|
||||
#var _grab_race_logged := false
|
||||
#
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||||
#
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||||
#func _ready() -> void:
|
||||
#_pickable = get_parent() as XRToolsPickable
|
||||
#if not _pickable:
|
||||
#push_error("NetPickable must be a child of an XRToolsPickable")
|
||||
#return
|
||||
#_original_freeze_mode = _pickable.freeze_mode
|
||||
#_original_enabled = _pickable.enabled
|
||||
#_pickable.picked_up.connect(_on_picked_up)
|
||||
#_pickable.dropped.connect(_on_dropped)
|
||||
## Deferred: the pickable root captures its own original_collision_mask/
|
||||
## original_collision_layer via @onready, which runs AFTER this child's
|
||||
## _ready() but BEFORE the root's _ready() body. Calling apply_held_state
|
||||
## synchronously here would freeze/mask the item before that capture runs,
|
||||
## permanently corrupting the "restore on drop" values.
|
||||
#apply_held_state.call_deferred()
|
||||
#
|
||||
#
|
||||
#func _set_net_held_by(value: int) -> void:
|
||||
#var old := net_held_by
|
||||
#net_held_by = value
|
||||
#if old != value and NetworkManager.is_online():
|
||||
#print("%s net_held_by: %d -> %d (local state: %s, authority=%d)" % [
|
||||
#_pickable.name, old, value, _holder_desc(), get_multiplayer_authority()
|
||||
#])
|
||||
#apply_held_state()
|
||||
#
|
||||
#
|
||||
### Puts the item in the right physics state for whether this peer currently
|
||||
### owns it. Called locally after net_held_by changes, and directly by
|
||||
### NetworkManager._set_item_authority right after an authority handoff.
|
||||
###
|
||||
### IMPORTANT: this runs on every network tick, not just on a real change.
|
||||
### net_held_by is replicated in ALWAYS mode, so the synchronizer assigns it every
|
||||
### tick on non-authority peers — unchanged value included — and that assignment
|
||||
### lands in _set_net_held_by(), which calls this. So every branch here has to be
|
||||
### idempotent and silent when there is nothing to do: otherwise each item logs a
|
||||
### line and rewrites four physics properties every tick on every peer that
|
||||
### doesn't own it.
|
||||
#func apply_held_state() -> void:
|
||||
#if not _pickable:
|
||||
#return
|
||||
#if not NetworkManager.is_online() or is_multiplayer_authority():
|
||||
#_grab_race_logged = false
|
||||
## We own this item's simulation (offline, loose+server, or currently
|
||||
## holding it). If it's not actively in our own hand right now, make
|
||||
## sure it isn't still left frozen/collision-less from a previous
|
||||
## non-authority period (e.g. right after regaining authority when a
|
||||
## client released it) — while actually held, XRToolsPickable's own
|
||||
## pick_up()/let_go() already manage these fields, so leave those be.
|
||||
#if not _pickable.is_picked_up():
|
||||
#var changed := _pickable.freeze_mode != _original_freeze_mode \
|
||||
#or _pickable.collision_mask != _pickable.original_collision_mask
|
||||
#if changed:
|
||||
#if NetworkManager.is_online():
|
||||
#print(
|
||||
#"%s: reclaiming ownership, restoring freeze_mode %d->%d collision_mask %d->%d" % [
|
||||
#_pickable.name, _pickable.freeze_mode, _original_freeze_mode,
|
||||
#_pickable.collision_mask, _pickable.original_collision_mask
|
||||
#]
|
||||
#)
|
||||
#_pickable.freeze_mode = _original_freeze_mode
|
||||
#_pickable.collision_mask = _pickable.original_collision_mask
|
||||
## Unlike freeze/collision (which XRToolsPickable manages itself while
|
||||
## held), `enabled` is only ever written by the non-authority branch
|
||||
## below, so it must be restored here or it stays false forever: once a
|
||||
## client grabbed this item, every other peer set enabled=false, and
|
||||
## regaining authority left it that way. On the server that silently
|
||||
## broke everything downstream — hands couldn't pick the item up again,
|
||||
## and a station snap zone would "snap" it (emitting has_picked_up, so
|
||||
## e.g. a plate still got marked dirty) while pick_up() bailed out on
|
||||
## the disabled item, leaving the zone holding an item with no grab
|
||||
## driver that then fell out of the station.
|
||||
#if _pickable.enabled != _original_enabled:
|
||||
#if NetworkManager.is_online():
|
||||
#print("%s: reclaiming ownership, restoring enabled %s->%s" % [
|
||||
#_pickable.name, _pickable.enabled, _original_enabled
|
||||
#])
|
||||
#_pickable.enabled = _original_enabled
|
||||
#return
|
||||
## A net_held_by/position sync update can race ahead of the
|
||||
## authority-handoff RPC that's about to confirm a grab we just made
|
||||
## optimistically (they travel on different channels with no ordering
|
||||
## guarantee). Don't let a stale sync value yank an item out of our own
|
||||
## hand mid-grab — only an explicit force_release_item rejection, or
|
||||
## actually losing authority for real, should end a grab we initiated.
|
||||
#if _pickable.is_picked_up() and _pickable.get_picked_up_by() is XRToolsFunctionPickup:
|
||||
## Log once per grab, not once per tick.
|
||||
#if NetworkManager.is_online() and not _grab_race_logged:
|
||||
#_grab_race_logged = true
|
||||
#print(
|
||||
#"%s: ignoring non-authority sync (net_held_by=%d) — still actively held by our own hand (grab-race guard)" % [
|
||||
#_pickable.name, net_held_by
|
||||
#]
|
||||
#)
|
||||
#return
|
||||
#_grab_race_logged = false
|
||||
## Someone else owns it: stop simulating locally, just follow the sync.
|
||||
#if _pickable.is_picked_up():
|
||||
#if NetworkManager.is_online():
|
||||
#print(
|
||||
#"%s: was held by %s on this peer, but authority now says peer %d owns it — force-dropping" % [
|
||||
#_pickable.name, _holder_desc(), net_held_by
|
||||
#]
|
||||
#)
|
||||
#_pickable.drop()
|
||||
## Bail out when we're already in the follow-the-sync state. Without this the
|
||||
## writes below (and the line logged with them) repeated every tick for every
|
||||
## item on every non-authority peer — 90% of the log, plus four redundant
|
||||
## physics-property writes per item per tick. The comparison also means we
|
||||
## still re-apply if something else perturbs the state (e.g. let_go()
|
||||
## restoring the collision mask after a force-drop).
|
||||
#var want_enabled := (net_held_by == 0)
|
||||
#if _pickable.freeze \
|
||||
#and _pickable.freeze_mode == RigidBody3D.FREEZE_MODE_KINEMATIC \
|
||||
#and _pickable.collision_mask == 0 \
|
||||
#and _pickable.enabled == want_enabled:
|
||||
#return
|
||||
#if NetworkManager.is_online():
|
||||
#print("%s: freezing (non-authority, owner=peer %d)" % [_pickable.name, net_held_by])
|
||||
#_pickable.freeze = true
|
||||
#_pickable.freeze_mode = RigidBody3D.FREEZE_MODE_KINEMATIC
|
||||
#_pickable.collision_mask = 0
|
||||
#_pickable.enabled = want_enabled
|
||||
#
|
||||
#
|
||||
### Local hand grab (not a station snap zone, which is server-only): request
|
||||
### authority immediately so the throw/drop can be reconciled, but let the grab
|
||||
### happen instantly here rather than waiting on the round trip.
|
||||
#func _on_picked_up(_p) -> void:
|
||||
#var by := _pickable.get_picked_up_by()
|
||||
#if not (by is XRToolsFunctionPickup):
|
||||
## e.g. a station snap zone grabbed it (server-side auto-snap, or the
|
||||
## addon's own "grab out of a snap zone" shortcut mid-cascade) — not a
|
||||
## player-initiated hand grab, so no authority request from here.
|
||||
#if NetworkManager.is_online():
|
||||
#print("%s picked up by %s (not a hand) — no authority request" % [_pickable.name, _holder_desc()])
|
||||
#return
|
||||
#if NetworkManager.is_online():
|
||||
#print("%s grabbed by hand (authority was peer %d), requesting authority" % [_pickable.name, net_held_by])
|
||||
#NetworkManager.request_item_authority_from(_pickable.get_path())
|
||||
#
|
||||
#
|
||||
#func _on_dropped(_p) -> void:
|
||||
## Only forward if we're actually still the authority — a drop caused by
|
||||
## apply_held_state() losing authority (see above) must not re-report.
|
||||
#if not is_multiplayer_authority():
|
||||
#if NetworkManager.is_online():
|
||||
#print("%s dropped locally, but we aren't its authority (peer %d is) — not reporting" % [_pickable.name, net_held_by])
|
||||
#return
|
||||
#if NetworkManager.is_online():
|
||||
#print("%s dropped, reporting release to server (lin=%s ang=%s)" % [
|
||||
#_pickable.name, _pickable.linear_velocity, _pickable.angular_velocity
|
||||
#])
|
||||
## Send our own final transform too: we were the authority until now, and the
|
||||
## server's copy may not have received our last position sync yet.
|
||||
#NetworkManager.release_item_authority_from(
|
||||
#_pickable.get_path(), _pickable.linear_velocity, _pickable.angular_velocity,
|
||||
#_pickable.global_transform
|
||||
#)
|
||||
#
|
||||
#
|
||||
### Human-readable description of what's currently holding this item on THIS
|
||||
### peer, for diagnosing desyncs between a hand's own "what am I holding"
|
||||
### bookkeeping and the item's actual grab state (see the snap-zone-grab race
|
||||
### in NetworkManager._try_snap_into_station for a real example).
|
||||
#func _holder_desc() -> String:
|
||||
#if not _pickable or not _pickable.is_picked_up():
|
||||
#return "loose"
|
||||
#var by := _pickable.get_picked_up_by()
|
||||
#if not by:
|
||||
#return "held(no grabber?)"
|
||||
#if by is XRToolsFunctionPickup:
|
||||
#return "hand(%s)" % by.get_path()
|
||||
#if by is XRToolsSnapZone:
|
||||
#var station := by.get_parent()
|
||||
#return "zone(%s)" % (station.name if station else str(by.get_path()))
|
||||
#return "other(%s: %s)" % [by.get_class(), by.get_path()]
|
||||
|
||||
@@ -1,155 +0,0 @@
|
||||
extends Node
|
||||
class_name WorldLayout
|
||||
|
||||
## Data-driven description of what's in the multiplayer world. The server (or
|
||||
## the single machine, when offline) spawns every entry through
|
||||
## NetworkManager.spawn_item() instead of baking these into the scene file, so
|
||||
## a joining client receives them from the server rather than assuming its own
|
||||
## copy of the scene matches. Swapping the contents of these two functions is
|
||||
## the only change needed for a future varying/procedural layout.
|
||||
##
|
||||
## Positions below are transcribed verbatim from the previous baked layout in
|
||||
## Scenes/multiPlayer.tscn so the starting world is unchanged.
|
||||
|
||||
|
||||
func get_node_data(node):
|
||||
# {"scene": "res://Stations/Hob.tscn", "name": "Hob",
|
||||
# "xform": Transform3D(Basis(), Vector3(0.29336345, 0.8981018, -1.484)), "props": {}},
|
||||
var data = {}
|
||||
data["scene"] = node.scene_file_path
|
||||
data["name"] = node.name
|
||||
# global, not local: the copies are respawned under WorldContent, so an
|
||||
# authored node that was nested inside another (JonScene parents Counter5
|
||||
# under Counter3) would otherwise land in the wrong place.
|
||||
data["xform"] = node.global_transform
|
||||
data["props"] = {}
|
||||
var scrip = node.get_script()
|
||||
if scrip:
|
||||
for i in scrip.get_script_property_list():
|
||||
# Only authored configuration — i.e. @export vars, which are the ones
|
||||
# the editor exposes. Plain script variables are live runtime state:
|
||||
# copying those and replaying them into a fresh instance re-runs their
|
||||
# setters before the node is in the tree, so any setter touching an
|
||||
# @onready reference blows up (Table's _state calls into its progress
|
||||
# bar, which is still null at that point).
|
||||
if not (i.usage & PROPERTY_USAGE_EDITOR):
|
||||
continue
|
||||
if str(i["name"]).begins_with("_"):
|
||||
continue
|
||||
data["props"][i["name"]] = node.get(i["name"])
|
||||
return data
|
||||
|
||||
|
||||
## The authored station nodes sitting in the current scene: anything instanced
|
||||
## from res://Stations/. Exposed as nodes (not just data) because every peer has
|
||||
## to remove these originals — the server replaces them with replicated copies,
|
||||
## and a client that kept its own would end up showing two of everything.
|
||||
func get_station_nodes() -> Array[Node]:
|
||||
return _authored_nodes("res://Stations/", "StaticBody3D")
|
||||
|
||||
|
||||
## Likewise for authored items. Containers/ counts as items too — plates and
|
||||
## trays are things the player carries, and a client that never received one
|
||||
## would have an incomplete world.
|
||||
func get_item_nodes() -> Array[Node]:
|
||||
var found := _authored_nodes("res://Items/", "XRToolsPickable")
|
||||
found.append_array(_authored_nodes("res://Containers/", "XRToolsPickable"))
|
||||
return found
|
||||
|
||||
|
||||
func _authored_nodes(dir: String, type: String) -> Array[Node]:
|
||||
var scenes := []
|
||||
for file in ResourceLoader.list_directory(dir):
|
||||
scenes.append(dir + file)
|
||||
var found: Array[Node] = []
|
||||
for node in get_tree().root.find_children("*", type, true, false):
|
||||
if node.scene_file_path in scenes and not found.has(node):
|
||||
found.append(node)
|
||||
return found
|
||||
|
||||
|
||||
func get_stations() -> Array[Dictionary]:
|
||||
var data: Array[Dictionary] = []
|
||||
for node in get_station_nodes():
|
||||
data.append(get_node_data(node))
|
||||
return data
|
||||
|
||||
|
||||
func get_items() -> Array[Dictionary]:
|
||||
var data: Array[Dictionary] = []
|
||||
for node in get_item_nodes():
|
||||
data.append(get_node_data(node))
|
||||
return data
|
||||
|
||||
|
||||
|
||||
|
||||
static func get_stations_old() -> Array[Dictionary]:
|
||||
return [
|
||||
{"scene": "res://Stations/Hob.tscn", "name": "Hob",
|
||||
"xform": Transform3D(Basis(), Vector3(0.29336345, 0.8981018, -1.484)), "props": {}},
|
||||
{"scene": "res://Stations/BurgerBunsDispenser.tscn", "name": "BurgerBunsDispenser",
|
||||
"xform": Transform3D(Basis(), Vector3(-1.832131, 0.40028095, -1.4813508)), "props": {}},
|
||||
{"scene": "res://Stations/sink.tscn", "name": "Sink",
|
||||
"xform": Transform3D(Basis(), Vector3(1.3140475, 0.9061539, -1.4941733)), "props": {}},
|
||||
{"scene": "res://Stations/dirt_station.tscn", "name": "DirtStation",
|
||||
"xform": Transform3D(Basis(), Vector3(2.0864775, 0.8981018, -1.244947)), "props": {}},
|
||||
{"scene": "res://Stations/Counter.tscn", "name": "Counter",
|
||||
"xform": Transform3D(Basis(), Vector3(-0.7124918, 0.90304357, -1.4886917)), "props": {}},
|
||||
{"scene": "res://Stations/Counter.tscn", "name": "Counter2",
|
||||
"xform": Transform3D(Vector3(-4.371139e-08, 0.0, 1.0), Vector3(0.0, 1.0, 0.0), Vector3(-1.0, 0.0, -4.371139e-08), Vector3(-1.7648025, 0.90304357, -0.4458799)), "props": {}},
|
||||
{"scene": "res://Stations/Counter.tscn", "name": "Counter3",
|
||||
"xform": Transform3D(Vector3(-4.371139e-08, 0.0, 1.0), Vector3(0.0, 1.0, 0.0), Vector3(-1.0, 0.0, -4.371139e-08), Vector3(-1.7648025, 0.90304357, 0.55367994)), "props": {}},
|
||||
{"scene": "res://Stations/Counter.tscn", "name": "Counter4",
|
||||
"xform": Transform3D(Vector3(-4.371139e-08, 0.0, 1.0), Vector3(0.0, 1.0, 0.0), Vector3(-1.0, 0.0, -4.371139e-08), Vector3(-1.7648025, 0.90304357, 1.5539298)), "props": {}},
|
||||
{"scene": "res://Stations/table.tscn", "name": "Table",
|
||||
"xform": Transform3D(Basis(), Vector3(1.633146, 0.9030438, 1.1343781)),
|
||||
"props": {
|
||||
"initial_thinking_time": 8.0,
|
||||
"initial_primary_time": 40.0,
|
||||
"initial_friend_time": 3.0,
|
||||
"initial_eating_time": 3.0,
|
||||
}},
|
||||
]
|
||||
|
||||
|
||||
static func get_items_old() -> Array[Dictionary]:
|
||||
var items: Array[Dictionary] = []
|
||||
|
||||
items.append(_item("res://Items/BurgerBuns.tscn", "BurgerBuns", Vector3(-1.8162017, 1.6081157, -1.4714175)))
|
||||
items.append(_item("res://Items/BurgerBuns.tscn", "BurgerBuns2", Vector3(-1.3596323, 1.4110342, -0.22482127)))
|
||||
|
||||
items.append(_item("res://Containers/plate.tscn", "Plate", Vector3(-1.5717233, 1.5454081, 1.5373346)))
|
||||
items.append(_item("res://Containers/plate.tscn", "Plate2", Vector3(-1.5730225, 1.499024, 0.59790254)))
|
||||
items.append(_item("res://Containers/plate.tscn", "Plate3", Vector3(-1.5818124, 1.499024, -0.4634577)))
|
||||
|
||||
items.append(_item("res://Items/burger.tscn", "burger", Vector3(0.6888188, 1.4195822, -1.7110313)))
|
||||
items.append(_item("res://Items/burger.tscn", "burger2", Vector3(0.6931299, 1.5300478, -1.71225)))
|
||||
items.append(_item("res://Items/burger.tscn", "burger3", Vector3(0.69027674, 1.4969791, -1.7210286)))
|
||||
items.append(_item("res://Items/burger.tscn", "burger4", Vector3(0.69134104, 1.4543622, -1.7210286)))
|
||||
|
||||
items.append(_item("res://Items/hamburger.tscn", "Hamburger", Vector3(-1.9352558, 1.623975, 1.2447833)))
|
||||
items.append(_item("res://Items/hamburger.tscn", "Hamburger2", Vector3(-1.9857153, 1.5329368, 0.9472374)))
|
||||
items.append(_item("res://Items/hamburger.tscn", "Hamburger3", Vector3(-1.7201865, 1.5329367, 0.14773655)))
|
||||
|
||||
items.append(_item("res://Items/cooked_burger.tscn", "CookedBurger", Vector3(-0.30671906, 1.4131018, -1.0928738)))
|
||||
items.append(_item("res://Items/cooked_burger.tscn", "CookedBurger2", Vector3(-0.30671906, 1.4496142, -1.0928738)))
|
||||
items.append(_item("res://Items/cooked_burger.tscn", "CookedBurger3", Vector3(-1.3344773, 1.4398065, -0.7096845)))
|
||||
items.append(_item("res://Items/cooked_burger.tscn", "CookedBurger4", Vector3(-0.30671906, 1.525444, -1.0928738)))
|
||||
|
||||
items.append(_item("res://Items/PickupCube.tscn", "PickableObject", Vector3(0.6225724, 1.4792972, -1.0473135)))
|
||||
items.append(_item("res://Items/PickupCube.tscn", "PickableObject2", Vector3(0.6359743, 1.4639391, -1.1673055)))
|
||||
items.append(_item("res://Items/PickupCube.tscn", "PickableObject3", Vector3(0.5142721, 1.4792972, -1.0473135)))
|
||||
items.append(_item("res://Items/PickupCube.tscn", "PickableObject4", Vector3(0.5276739, 1.4639391, -1.1673055)))
|
||||
items.append(_item("res://Items/PickupCube.tscn", "PickableObject5", Vector3(0.73287535, 1.4792972, -1.0473135)))
|
||||
items.append(_item("res://Items/PickupCube.tscn", "PickableObject6", Vector3(0.7462772, 1.4639391, -1.1673055)))
|
||||
items.append(_item("res://Items/PickupCube.tscn", "PickableObject7", Vector3(-1.3556751, 1.4792972, 0.28881657)))
|
||||
items.append(_item("res://Items/PickupCube.tscn", "PickableObject8", Vector3(-1.3422732, 1.4639391, 0.16882455)))
|
||||
items.append(_item("res://Items/PickupCube.tscn", "PickableObject9", Vector3(-1.4639754, 1.4792972, 0.28881657)))
|
||||
items.append(_item("res://Items/PickupCube.tscn", "PickableObject10", Vector3(-1.4505737, 1.4639391, 0.16882455)))
|
||||
|
||||
return items
|
||||
|
||||
|
||||
static func _item(scene: String, name: String, pos: Vector3) -> Dictionary:
|
||||
return {"scene": scene, "name": name, "xform": Transform3D(Basis(), pos), "props": {}}
|
||||
@@ -1 +0,0 @@
|
||||
uid://donvkica3drtx
|
||||
Reference in New Issue
Block a user