Fix five multiplayer sync bugs, add automated two-instance test
Adds test/multiPlayerTest.tscn plus a driver that runs the kitchen flow across two game instances: grab/drop, dirt station, sink washing, hob cooking, counter combining and plating. Runs headless (run_mp_test.ps1), in two visible windows (run_mp_test_windowed.ps1), or by hand with keyboard controls (play_mp_test.ps1). 108 checks, exits non-zero on failure. After every step both peers snapshot every item's position and rendered state and the server diffs them. Targeted assertions only look at the thing a step touched, which misses desyncs elsewhere - that audit is what caught the last bug below. Bugs found and fixed: - net_pickable: apply_held_state() only wrote `enabled` in its non-authority branch, so once a client grabbed an item every other peer set enabled=false and regaining authority never restored it. The server could then never pick that item up again, and a station would "snap" it (emitting has_picked_up, so 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. - network_manager: station gating only happened in the spawn path, so stations baked into a scene file kept running their snap zones on clients and grabbed items straight out of the local hand. Added gate_existing_stations(). - network_manager: despawn_item() only freed the server's copy. Items baked into a scene aren't tracked by the MultiplayerSpawner, so consuming one left a ghost on every client, which then blocked the station it sat in and got grabbed instead of its replacement. - network_manager: the snap-into-station decision read the server's own copy of the item position, but the reliable release RPC routinely overtakes the synchronizer's unordered position updates - so it acted on a stale position and teleported items back into the station they had just been carried away from. The releasing peer now sends its final transform and the server adopts it first. - container: contained_ids.append()/erase() mutate the array in place, which never fires the setter that rebuilds the plate's visuals. The peer that put food on a plate was the only peer that never redrew it; remote peers looked right because the synchronizer assigns there. Also null-guards XRServer.get_tracker() in the vendored xr-tools hand grab point, which threw on every successful grab without an XR runtime, and adds multiplayer_world.populate_from_layout so debug scenes can bake their own content instead of spawning the whole kitchen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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+52
-8
@@ -121,8 +121,31 @@ func spawn_item(scene_path: String, xform: Transform3D, node_name: String = "",
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## every peer when a tracked node exits the tree on the authority, so this is
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## the single seam for destroying spawned items (works offline too).
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func despawn_item(node: Node) -> void:
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if owns_world() and is_instance_valid(node):
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log_line("despawn_item: %s" % node.name)
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if not owns_world() or not is_instance_valid(node):
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return
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log_line("despawn_item: %s" % node.name)
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# Items that came from the ItemsSpawner are despawned on every peer
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# automatically when they leave the tree here. Items baked into a scene file
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# are unknown to the spawner, so their removal has to be broadcast
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# explicitly — otherwise every client keeps a ghost copy of an item the
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# server has consumed, which then blocks the station it was sitting in and
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# gets grabbed instead of the real item that replaced it.
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if is_online() and not _is_spawner_tracked(node):
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_despawn_static_item.rpc(node.get_path())
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node.queue_free()
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# Items the ItemsSpawner replicates live under its spawn path; anything else was
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# baked into the scene file and the spawner knows nothing about it.
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func _is_spawner_tracked(node: Node) -> bool:
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return _content_root != null and _content_root.is_ancestor_of(node)
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@rpc("authority", "call_remote", "reliable")
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func _despawn_static_item(path: NodePath) -> void:
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var node := get_node_or_null(path)
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if node:
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log_line("despawn_static_item: freeing %s (the server consumed it)" % node.name)
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node.queue_free()
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@@ -163,6 +186,19 @@ func _gate_station(node: Node) -> void:
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log_line("gated station (non-owner peer): %s" % node.name)
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## Gate every station already sitting in the scene tree, for peers that don't
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## own world logic. Stations that arrive through spawn_item() are gated as they
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## are built (see _spawn_item_from_data), but ones baked into a scene file never
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## pass through there — leaving a client running its own snap zones, which then
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## grab items straight out of the local hand and fight the server's
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## authoritative placement. Idempotent, so it's safe on every session start.
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func gate_existing_stations() -> void:
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if owns_world():
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return
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for station in get_tree().get_nodes_in_group("station"):
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_gate_station(station)
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# --- Item grab-authority transfer -----------------------------------------
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## Called by NetPickable when this peer grabs an item by hand. Godot rejects
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@@ -209,27 +245,35 @@ func _grant_or_reject_item_authority(item_path: NodePath, sender: int) -> void:
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## Called by NetPickable when this peer releases an item, forwarding its throw
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## velocity so the server can resume simulating it. Same self-RPC issue as
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## above: runs directly if we're the server.
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func release_item_authority_from(item_path: NodePath, lin: Vector3, ang: Vector3) -> void:
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func release_item_authority_from(item_path: NodePath, lin: Vector3, ang: Vector3, xform: Transform3D) -> void:
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if is_server():
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_do_release_item_authority(item_path, lin, ang, multiplayer.get_unique_id())
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_do_release_item_authority(item_path, lin, ang, xform, multiplayer.get_unique_id())
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else:
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_release_item_authority_rpc.rpc_id(1, item_path, lin, ang)
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_release_item_authority_rpc.rpc_id(1, item_path, lin, ang, xform)
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@rpc("any_peer", "reliable")
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func _release_item_authority_rpc(item_path: NodePath, lin: Vector3, ang: Vector3) -> void:
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func _release_item_authority_rpc(item_path: NodePath, lin: Vector3, ang: Vector3, xform: Transform3D) -> void:
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if not is_server():
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return
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_do_release_item_authority(item_path, lin, ang, multiplayer.get_remote_sender_id())
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_do_release_item_authority(item_path, lin, ang, xform, multiplayer.get_remote_sender_id())
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## Runs on the server. If released next to a station, the server snaps it in
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## (server-authoritative placement).
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func _do_release_item_authority(item_path: NodePath, lin: Vector3, ang: Vector3, sender: int) -> void:
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func _do_release_item_authority(item_path: NodePath, lin: Vector3, ang: Vector3, xform: Transform3D, sender: int) -> void:
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log_line("release_item_authority: %s released by peer %d" % [str(item_path), sender])
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_set_item_authority.rpc(item_path, 1)
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var item := get_node_or_null(item_path)
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if item is RigidBody3D:
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# Adopt the releasing peer's own final transform rather than trusting our
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# copy's. That peer was the item's authority right up to this moment, and
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# its position updates travel on the synchronizer's separate, unordered
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# channel — this reliable RPC routinely overtakes them, leaving our copy
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# still sitting where the item was BEFORE the peer carried it away. The
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# snap decision below then reads that stale position and teleports the
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# item straight back into the station it was just picked up from.
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item.global_transform = xform
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item.freeze = false
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item.linear_velocity = lin
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item.angular_velocity = ang
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