Commit Graph

14 Commits

Author SHA1 Message Date
algodoogle 61d92052ac Rebuild multiplayer on the stock spawner and synchronizer
Adding an object to the game no longer requires any networking code. The
MultiplayerSpawner runs in its default mode — no spawn_function, no payload
dictionary — and NetReplication builds each object's SceneReplicationConfig
from a convention, so scenes carry no hand-authored replication at all.

Every replicated node gets two generated synchronizers: NetSync for script
state, always server-owned, and NetXform for position, handed to whoever is
holding the object. That split is what makes grab prediction work — a
synchronizer never applies inbound state on the peer that owns it, so a
player's own hand drives an object with no round trip while is_dirty and
friends keep flowing one way from the server.

Interaction is now two RPCs for the whole game (NetGrab), and client gating is
one rule applied to every object (NetWorld). Deleted: net_pickable.gd, the
replicated net_held_by field and its held-state juggling, the
grant/reject/force-release negotiation, the static-item despawn RPC, and the
per-scene replication configs. Authority is the single source of truth for who
simulates an object.

Two things the convention had to learn, both found by the test suite:

  * Addon scripts are excluded. godot-xr-tools' snap zones and pickables expose
    a public `enabled`, which is exactly the flag each peer must set for itself
    — so replicating it meant the server sent `enabled = true` back over every
    client's gate, and stations went on grabbing objects out of the local
    player's hands.
  * Arrays of nodes are excluded. Array[Node3D] and Array[FoodItem] would
    otherwise try to serialise live node references.

table.gd's replicated state loses its underscore prefix, which now marks a
variable as private and unreplicated; two in-place array mutations there were
skipping their setters, and the progress bar could divide by zero on a client.

Suite: 146/146 passing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 22:04:22 +01:00
algodoogle a2bad29f2a mp fix2 2026-07-28 19:48:40 +01:00
JonShard 29326f4b78 Apply money sound effect to table 2026-07-28 19:15:52 +02:00
JonShard 6346d563e0 Fix bug in table 2026-07-28 15:33:13 +02:00
JonShard b1a2098a08 Merge branch 'master' of https://git.offcoursegames.com/JonShard/VRyHungry1 2026-07-27 17:07:21 +02:00
JonShard 71580ad183 Fix Snap_zones not range grabbing 2026-07-27 17:07:18 +02:00
algodoogle 688eca13fa Merge branch 'master' of https://git.offcoursegames.com/JonShard/VRyHungry1 2026-07-27 13:47:54 +01:00
algodoogle c758771a75 gameover 2026-07-27 13:47:50 +01:00
JonShard b7775e9de6 Add progress bar to Table 2026-07-27 13:32:04 +02:00
JonShard 13567e5dd3 Add global key events to close game 2026-07-25 20:48:36 +02:00
algodoogle 596d777fae asd 2026-07-25 19:26:43 +01:00
JonShard 265dd12b37 Add Table 2026-07-25 18:18:17 +02:00
JonShard a1cb484ca5 Add Table picks an order 2026-07-22 15:15:30 +02:00
JonShard ab6cce3d9a Add table with finite state machine 2026-07-20 13:43:18 +02:00