Fix join-floor fall-through, grab race, drop physics, and remote hand sync

Four bugs from real cross-network play:

- Player/net_player.gd: the per-peer spawn-spread offset (added to avoid
  stacking joiners on top of each other) could push a joining client up
  to 12 units from center, but the floor is only 15x15 (~7.5 unit
  half-extent) — landing a client off the edge. Bounded to ~2.7 units.

- Player/net_player.gd: the glove scenes used for remote-hand visuals
  carry hand.gd (XRToolsHand), whose root node sets top_level = true and
  repositions itself to its parent's transform every physics frame,
  expecting to be parented under a live XRController3D. Parented under
  the plain avatar node instead, it fought both the local transform copy
  and the replicated sync every tick — whichever wrote last that frame
  won, which read as hands stuck near origin except momentarily. Disabled
  physics processing on those nodes; nothing else in the script matters
  without a real controller ancestor.

- Net/net_pickable.gd: grabbing an item sends an RPC to the server to
  confirm authority, but the item's regular state sync travels on a
  different channel with no ordering guarantee against that RPC. A
  stale "still loose" sync packet could arrive after an optimistic local
  grab but before the confirmation, and was being treated as a real
  authority loss, force-dropping the item — explaining "first attempt
  fails, second succeeds". Now a sync update can't yank an item out of
  our own hand mid-grab; only an explicit rejection or an actual loss of
  authority can.

- Net/net_pickable.gd: the non-authority path zeroes collision_mask and
  forces freeze_mode to KINEMATIC, but nothing ever restored either when
  a peer regained authority (e.g. the server after a client's release) —
  so a released item stayed collision-less forever, looking physics-less.
  Now both are restored from the item's own baked values whenever a peer
  owns a loose (not actively held) item again.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
algodoogle
2026-07-25 20:16:29 +01:00
parent 17d20440da
commit f6ac103233
2 changed files with 44 additions and 9 deletions
+23 -1
View File
@@ -14,12 +14,19 @@ var net_held_by: int = 0: set = _set_net_held_by
var _pickable: XRToolsPickable
# 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
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
_pickable.picked_up.connect(_on_picked_up)
_pickable.dropped.connect(_on_dropped)
# Deferred: the pickable root captures its own original_collision_mask/
@@ -43,7 +50,22 @@ func apply_held_state() -> void:
return
if not NetworkManager.is_online() or is_multiplayer_authority():
# We own this item's simulation (offline, loose+server, or currently
# holding it): leave physics alone, XRToolsPickable manages the rest.
# 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():
_pickable.freeze_mode = _original_freeze_mode
_pickable.collision_mask = _pickable.original_collision_mask
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:
return
# Someone else owns it: stop simulating locally, just follow the sync.
if _pickable.is_picked_up():
+21 -8
View File
@@ -22,6 +22,21 @@ func _enter_tree() -> void:
func _ready() -> void:
# LeftHand/RightHand are the full godot-xr-tools glove scenes, whose root
# node carries hand.gd (XRToolsHand). That script sets top_level = true
# and every physics frame does global_transform = get_parent().
# global_transform * offset — i.e. it actively repositions itself to
# track a live XRController3D parent. Here the parent is just this
# NetPlayer node, not a controller, so left running it fights (and mostly
# wins, since it runs every physics tick regardless of our own _process)
# against both the local authority's transform copy below and the
# replicated values on other peers — the exact "hands stuck near origin,
# only occasionally correct" symptom. Disable it everywhere; nothing else
# in that script matters here since _controller is always null without a
# real controller ancestor (grip/trigger animation already no-ops).
_left_hand.set_physics_process(false)
_right_hand.set_physics_process(false)
if is_multiplayer_authority():
var origin := get_tree().get_first_node_in_group("local_xr_origin")
if origin:
@@ -31,16 +46,14 @@ func _ready() -> void:
# Every peer's rig is baked at the same spot in the scene; spread
# joiners out along X so they don't start stacked on top of each
# other. Peer ids from ENet are large effectively-random 32-bit
# numbers (not small sequential ones), so the offset must be
# bounded — using the raw id directly once shifted a joining
# player ~460 million units from the origin, which reads as an
# empty world (everything was still there, just unreachably far
# away) and wrecks float precision badly enough to jitter the
# view and destabilize physics.
# numbers, so this must be bounded, AND kept well within the
# floor's actual footprint (15x15, so ~7.5 units from center) —
# a previous version used up to 12 units and could place a
# joining player off the edge of the floor.
var peer_id := str(name).to_int()
if peer_id != 1:
var slot := absi(peer_id) % 8 + 1
origin.position += Vector3(slot * 1.5, 0, 0)
var slot := absi(peer_id) % 4
origin.position += Vector3((slot - 1.5) * 1.2, 0, 0)
# Don't render your own floating head/hands from the inside.
_head.visible = false
_left_hand.visible = false