Fix world population race and add multiplayer diagnostics
The world was populated before NetworkManager.world_ready() actually called host()/join(), so owns_world() read true for every peer (including a joining client) and each one built its own local, unreplicated copy instead of the client receiving the server's spawn through the MultiplayerSpawner. Population now happens after the session is actually established. Also adds net-log coverage for spawn/despawn, station gating, item authority handoff, station snapping, avatar spawn/despawn, and scene transitions, so multiplayer behavior is visible in %TEMP%\vryhungry_net_<pid>.log instead of failing silently. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -61,6 +61,8 @@ 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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return
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if NetworkManager.is_online():
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NetworkManager.log_line("Grabbed %s by hand, requesting authority" % _pickable.name)
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NetworkManager.request_item_authority.rpc_id(1, _pickable.get_path())
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@@ -69,6 +71,8 @@ func _on_dropped(_p) -> void:
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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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return
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if NetworkManager.is_online():
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NetworkManager.log_line("Dropped %s, reporting release to server" % _pickable.name)
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NetworkManager.release_item_authority.rpc_id(
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1, _pickable.get_path(), _pickable.linear_velocity, _pickable.angular_velocity
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)
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@@ -101,6 +101,8 @@ func spawn_item(scene_path: String, xform: Transform3D, node_name: String = "",
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if is_online() and not is_server():
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return null
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var data := {"scene": scene_path, "xform": xform, "name": node_name, "props": props}
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var via := "spawner" if (is_online() and _items_spawner) else "offline"
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log_line("spawn_item: %s (name=%s, via=%s)" % [scene_path.get_file(), node_name, via])
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if is_online() and _items_spawner:
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return _items_spawner.spawn(data)
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# Offline: instantiate directly under the registered content root, or (for
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@@ -120,6 +122,7 @@ func spawn_item(scene_path: String, xform: Transform3D, node_name: String = "",
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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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node.queue_free()
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@@ -157,6 +160,7 @@ func _gate_station(node: Node) -> void:
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child.enabled = false
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child.set_process(false)
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node.set_process(false)
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log_line("gated station (non-owner peer): %s" % node.name)
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# --- Item grab-authority transfer -----------------------------------------
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@@ -175,8 +179,10 @@ func request_item_authority(item_path: NodePath) -> void:
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if np and np.net_held_by != 0 and np.net_held_by != sender:
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# Already legitimately held by a different live peer: reject the
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# requester's optimistic client-side grab instead of stealing it.
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log_line("request_item_authority: DENIED %s to peer %d (already held by %d)" % [item.name, sender, np.net_held_by])
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force_release_item.rpc_id(sender, item_path)
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return
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log_line("request_item_authority: granting %s to peer %d" % [str(item.name) if item else str(item_path), sender])
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# Assign authority + held state first (disables the item on the server so its
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# snap zone won't re-grab it), then release it from any station.
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_set_item_authority.rpc(item_path, sender)
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@@ -191,6 +197,7 @@ func request_item_authority(item_path: NodePath) -> void:
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func release_item_authority(item_path: NodePath, lin: Vector3, ang: Vector3) -> void:
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if not is_server():
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return
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log_line("release_item_authority: %s released by peer %d" % [str(item_path), multiplayer.get_remote_sender_id()])
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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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@@ -226,6 +233,7 @@ func _try_snap_into_station(item: Node) -> void:
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if is_instance_valid(zone.picked_up_object):
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continue
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if zone.global_position.distance_to(item.global_position) <= zone.grab_distance:
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log_line("snapped %s into %s" % [item.name, zone.get_parent().name])
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zone.pick_up_object(item)
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return
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@@ -237,6 +245,7 @@ func _set_item_authority(item_path: NodePath, peer: int) -> void:
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var item := get_node_or_null(item_path)
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if not item:
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return
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log_line("_set_item_authority: %s -> peer %d" % [item.name, peer])
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item.set_multiplayer_authority(peer) # recursive: item + synchronizer + NetPickable
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var np := item.get_node_or_null("NetPickable")
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if np:
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@@ -248,6 +257,7 @@ func _set_item_authority(item_path: NodePath, peer: int) -> void:
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## item was already legitimately held by someone else). The client drops it.
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@rpc("authority", "reliable")
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func force_release_item(item_path: NodePath) -> void:
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log_line("force_release_item: dropping %s (server rejected our grab)" % str(item_path))
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var item := get_node_or_null(item_path)
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if item and item.has_method("drop"):
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item.drop()
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@@ -283,6 +293,7 @@ func submit_work(station_path: NodePath, amount: float) -> void:
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return
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var station := get_node_or_null(station_path)
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if station and station.has_method("add_work"):
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log_line("submit_work: peer %d contributed %.2f to %s" % [multiplayer.get_remote_sender_id(), amount, station.name])
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station.add_work(multiplayer.get_remote_sender_id(), amount)
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