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2 Commits
5ca64b8dff
...
7ac87984bc
| Author | SHA1 | Date | |
|---|---|---|---|
| 7ac87984bc | |||
| 776aaa3020 |
+27
-2
@@ -141,6 +141,9 @@ func refresh_visuals(ids: Array[String]) -> void:
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_make_cosmetic(visual)
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_make_cosmetic(visual)
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container_root.add_child(visual)
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container_root.add_child(visual)
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# Must happen after add_child: entering the world is what puts the body
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# into the physics space, so it can only be taken out again afterwards.
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_remove_from_physics(visual)
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visual.position = positions[idx].position
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visual.position = positions[idx].position
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visual.rotation = positions[idx].rotation
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visual.rotation = positions[idx].rotation
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@@ -152,10 +155,18 @@ func refresh_visuals(ids: Array[String]) -> void:
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func _make_cosmetic(visual: Node3D) -> void:
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func _make_cosmetic(visual: Node3D) -> void:
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var net_pickable := visual.get_node_or_null("NetPickable")
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var net_pickable := visual.get_node_or_null("NetPickable")
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if net_pickable:
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if net_pickable:
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net_pickable.queue_free()
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# Detach and free it outright rather than queue_free(): this runs before
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# `visual` is added to the tree, and a merely-queued node still enters the
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# tree with its parent and runs _ready() (which starts syncing and logging)
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# before the queued deletion lands at the end of the frame.
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visual.remove_child(net_pickable)
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net_pickable.free()
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if visual is RigidBody3D:
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if visual is RigidBody3D:
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visual.freeze = true
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visual.freeze = true
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visual.freeze_mode = RigidBody3D.FREEZE_MODE_KINEMATIC
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# STATIC, not KINEMATIC: a kinematic body is still driven by the physics
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# engine (see _remove_from_physics), and "static decoration" is what this
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# actually is.
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visual.freeze_mode = RigidBody3D.FREEZE_MODE_STATIC
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visual.collision_layer = 0
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visual.collision_layer = 0
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visual.collision_mask = 0
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visual.collision_mask = 0
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if visual is XRToolsPickable:
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if visual is XRToolsPickable:
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@@ -164,6 +175,20 @@ func _make_cosmetic(visual: Node3D) -> void:
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visual.set_physics_process(false)
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visual.set_physics_process(false)
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# Take a display-only copy out of the physics simulation completely.
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#
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# Freezing is not enough. Under Jolt (this project's physics engine) a frozen
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# KINEMATIC RigidBody3D is still simulated: it is driven toward its target
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# transform by velocity rather than being teleported. Parented to a plate that
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# gets picked up and carried, it therefore lags behind, keeps its velocity, and
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# overshoots — so the food visibly slid off the plate and ended up metres away,
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# differently on each peer since each simulates its own copy. A body with no
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# space is never touched by the engine, so it simply follows its parent.
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func _remove_from_physics(visual: Node3D) -> void:
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if visual is RigidBody3D:
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PhysicsServer3D.body_set_space((visual as RigidBody3D).get_rid(), RID())
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#plate (Pickalbe)
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#plate (Pickalbe)
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#XRGrapPoints
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#XRGrapPoints
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#container (script) (meal positions[1], side positions[4])
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#container (script) (meal positions[1], side positions[4])
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@@ -30,6 +30,13 @@ func _process(_delta: float) -> void:
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func _set_contained_ids(value: Array[String]) -> void:
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func _set_contained_ids(value: Array[String]) -> void:
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# Only rebuild when the contents actually changed. This property is
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# replicated in ALWAYS mode, so the synchronizer assigns it every network
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# tick on every peer that doesn't own the plate — and refresh_visuals()
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# frees and re-instantiates a scene per item each time. That was thousands
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# of throwaway nodes per run (and a log line from each one's NetPickable).
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if contained_ids == value:
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return
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contained_ids = value
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contained_ids = value
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# Deferred: this can be written by the replicated spawn payload before
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# Deferred: this can be written by the replicated spawn payload before
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# this node's own @onready vars (container) have resolved.
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# this node's own @onready vars (container) have resolved.
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+33
-3
@@ -24,6 +24,11 @@ var _original_freeze_mode: int
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# branch of apply_held_state() clears while someone else is holding the item.
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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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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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func _ready() -> void:
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_pickable = get_parent() as XRToolsPickable
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_pickable = get_parent() as XRToolsPickable
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@@ -55,10 +60,19 @@ func _set_net_held_by(value: int) -> void:
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## Puts the item in the right physics state for whether this peer currently
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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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## 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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## 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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func apply_held_state() -> void:
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if not _pickable:
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if not _pickable:
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return
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return
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if not NetworkManager.is_online() or is_multiplayer_authority():
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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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# 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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# 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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# sure it isn't still left frozen/collision-less from a previous
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@@ -68,7 +82,8 @@ func apply_held_state() -> void:
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if not _pickable.is_picked_up():
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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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var changed := _pickable.freeze_mode != _original_freeze_mode \
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or _pickable.collision_mask != _pickable.original_collision_mask
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or _pickable.collision_mask != _pickable.original_collision_mask
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if changed and NetworkManager.is_online():
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if changed:
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if NetworkManager.is_online():
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print(
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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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"%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.name, _pickable.freeze_mode, _original_freeze_mode,
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@@ -101,13 +116,16 @@ func apply_held_state() -> void:
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# hand mid-grab — only an explicit force_release_item rejection, or
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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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# 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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if _pickable.is_picked_up() and _pickable.get_picked_up_by() is XRToolsFunctionPickup:
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if NetworkManager.is_online():
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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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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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"%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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_pickable.name, net_held_by
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]
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]
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)
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)
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return
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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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# 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 _pickable.is_picked_up():
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if NetworkManager.is_online():
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if NetworkManager.is_online():
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@@ -117,12 +135,24 @@ func apply_held_state() -> void:
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]
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]
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)
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)
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_pickable.drop()
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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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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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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 = true
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_pickable.freeze_mode = RigidBody3D.FREEZE_MODE_KINEMATIC
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_pickable.freeze_mode = RigidBody3D.FREEZE_MODE_KINEMATIC
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_pickable.collision_mask = 0
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_pickable.collision_mask = 0
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_pickable.enabled = (net_held_by == 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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## Local hand grab (not a station snap zone, which is server-only): request
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@@ -1 +0,0 @@
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uid://dqqu56yetl8ok
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+139
-1
@@ -254,7 +254,11 @@ func _cook_and_plate_round(actor: String, burger: String, buns: String, plate: S
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# Take the finished plate away again, the way a player would carry it off to
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# Take the finished plate away again, the way a player would carry it off to
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# be served. Without this the counter stays occupied and the next round has
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# be served. Without this the counter stays occupied and the next round has
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# nowhere to put its plate.
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# nowhere to put its plate.
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await _both("%s_food_on_plate_before_lift" % actor, "verify_plate_visuals", [plate])
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await _step(actor, "%s_plate_off_counter2" % actor, "park", [plate, park_at])
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await _step(actor, "%s_plate_off_counter2" % actor, "park", [plate, park_at])
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# The food must still be on the plate after it has been carried off the
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# counter and set down again.
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await _both("%s_food_stayed_on_plate" % actor, "verify_plate_visuals", [plate])
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# Spawn a second set of ingredients through NetworkManager for the server's
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# Spawn a second set of ingredients through NetworkManager for the server's
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@@ -292,6 +296,7 @@ func _find_client_id() -> int:
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# Run one step as `actor` (locally if that's us, over RPC if it's the client)
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# Run one step as `actor` (locally if that's us, over RPC if it's the client)
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# and record the verdict.
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# and record the verdict.
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func _step(actor: String, label: String, step: String, args: Array) -> void:
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func _step(actor: String, label: String, step: String, args: Array) -> void:
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_current_step = label
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_banner("STEP %d: %s (on the %s)" % [_next_step_no(), label, actor.to_upper()])
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_banner("STEP %d: %s (on the %s)" % [_next_step_no(), label, actor.to_upper()])
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var res: Dictionary
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var res: Dictionary
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if actor == "server":
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if actor == "server":
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@@ -307,6 +312,7 @@ func _step(actor: String, label: String, step: String, args: Array) -> void:
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# Run the same check on both peers - the server's state and the client's must
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# Run the same check on both peers - the server's state and the client's must
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# agree, which is the whole point of the exercise.
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# agree, which is the whole point of the exercise.
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func _both(label: String, step: String, args: Array) -> void:
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func _both(label: String, step: String, args: Array) -> void:
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_current_step = label
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_banner("STEP %d: %s (checked on BOTH peers)" % [_next_step_no(), label])
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_banner("STEP %d: %s (checked on BOTH peers)" % [_next_step_no(), label])
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_record(label, "server", await _run_local_step(step, args))
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_record(label, "server", await _run_local_step(step, args))
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_record(label, "client", await _remote(step, args))
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_record(label, "client", await _remote(step, args))
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@@ -372,6 +378,7 @@ func _report() -> void:
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@rpc("authority", "reliable")
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@rpc("authority", "reliable")
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func _cmd(step: String, args: Array) -> void:
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func _cmd(step: String, args: Array) -> void:
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_current_step = step
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_log("<- server: %s%s" % [step, args])
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_log("<- server: %s%s" % [step, args])
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_running = true
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_running = true
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var res := await _run_local_step(step, args)
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var res := await _run_local_step(step, args)
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@@ -424,6 +431,8 @@ func _run_local_step(step: String, args: Array) -> Dictionary:
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return _check_food_exists(args[0])
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return _check_food_exists(args[0])
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"verify_plate_contains":
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"verify_plate_contains":
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return _check_plate_contains(args[0], args[1])
|
return _check_plate_contains(args[0], args[1])
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"verify_plate_visuals":
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return _check_plate_visuals(args[0])
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return {"ok": false, "detail": "unknown step %s" % step}
|
return {"ok": false, "detail": "unknown step %s" % step}
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@@ -800,9 +809,58 @@ func _describe(item: Node3D) -> Dictionary:
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# literally what the player sees sitting on the plate.
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# literally what the player sees sitting on the plate.
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d["meals_shown"] = _visual_count(item, "Container/MealContainer")
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d["meals_shown"] = _visual_count(item, "Container/MealContainer")
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d["sides_shown"] = _visual_count(item, "Container/SidesContainer")
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d["sides_shown"] = _visual_count(item, "Container/SidesContainer")
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# Food sitting on a plate is a cosmetic child of the plate, so it must
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# travel with it. Keys starting with "_" are per-peer diagnostics that
|
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|
# _compare() skips (floats won't match exactly across peers); the
|
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|
# attached flag is asserted absolutely instead, because this can — and
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|
# did — go wrong on both peers at once, which a diff would miss.
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var off := _max_visual_offset(item)
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|
d["_visual_offset"] = off
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d["visuals_attached"] = off <= MAX_VISUAL_OFFSET
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return d
|
return d
|
||||||
|
|
||||||
|
|
||||||
|
## How far a cosmetic item on a plate may sit from the plate's origin. The plate
|
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## is ~0.4m across and the furthest slot is ~0.12m out, so anything past this has
|
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|
## come off the plate.
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const MAX_VISUAL_OFFSET := 0.3
|
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|
||||||
|
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# Largest distance from the plate's origin to any of the cosmetic items it is
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# displaying. -1 when the plate is showing nothing.
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func _max_visual_offset(item: Node3D) -> float:
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var worst := -1.0
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for path in ["Container/MealContainer", "Container/SidesContainer"]:
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var root := item.get_node_or_null(path)
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if not root:
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|
continue
|
||||||
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for c in root.get_children():
|
||||||
|
if c is Node3D and not c.is_queued_for_deletion():
|
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worst = maxf(worst, item.global_position.distance_to((c as Node3D).global_position))
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return snappedf(worst, 0.001)
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|
|
||||||
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|
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# What the cosmetic children look like, for diagnosing why they moved.
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func _visual_diag(item: Node3D) -> String:
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var parts: Array[String] = []
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for path in ["Container/MealContainer", "Container/SidesContainer"]:
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var root := item.get_node_or_null(path)
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|
if not root:
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|
continue
|
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for c in root.get_children():
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|
var s := "%s global=%s local=%s parent=%s (%.3fm from plate at %s)" % [
|
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|
c.name, (c as Node3D).global_position, (c as Node3D).position,
|
||||||
|
c.get_parent().name,
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||||||
|
item.global_position.distance_to((c as Node3D).global_position),
|
||||||
|
item.global_position]
|
||||||
|
if c is RigidBody3D:
|
||||||
|
s += " [RigidBody3D freeze=%s freeze_mode=%d layer=%d top_level=%s queued=%s]" % [
|
||||||
|
c.freeze, c.freeze_mode, c.collision_layer, c.top_level,
|
||||||
|
c.is_queued_for_deletion()]
|
||||||
|
parts.append(s)
|
||||||
|
return "; ".join(parts) if parts else "(nothing on the plate)"
|
||||||
|
|
||||||
|
|
||||||
func _visual_count(item: Node3D, path: String) -> int:
|
func _visual_count(item: Node3D, path: String) -> int:
|
||||||
var n := item.get_node_or_null(path)
|
var n := item.get_node_or_null(path)
|
||||||
if not n:
|
if not n:
|
||||||
@@ -864,10 +922,20 @@ func _compare(server: Dictionary, client: Dictionary) -> Array[String]:
|
|||||||
if dist > SYNC_POS_TOLERANCE:
|
if dist > SYNC_POS_TOLERANCE:
|
||||||
problems.append("%s is %.3fm apart (server %s vs client %s)" % [name, dist, s["pos"], c["pos"]])
|
problems.append("%s is %.3fm apart (server %s vs client %s)" % [name, dist, s["pos"], c["pos"]])
|
||||||
for key in s:
|
for key in s:
|
||||||
if key == "pos":
|
# "_" keys are per-peer diagnostics, not things that must match.
|
||||||
|
if key == "pos" or key.begins_with("_"):
|
||||||
continue
|
continue
|
||||||
if s[key] != c[key]:
|
if s[key] != c[key]:
|
||||||
problems.append("%s.%s: server=%s client=%s" % [name, key, s[key], c[key]])
|
problems.append("%s.%s: server=%s client=%s" % [name, key, s[key], c[key]])
|
||||||
|
# Absolute invariants, checked per peer. A cross-peer diff can't catch a
|
||||||
|
# fault that happens identically on both sides.
|
||||||
|
for peer_name in ["server", "client"]:
|
||||||
|
var snap: Dictionary = server if peer_name == "server" else client
|
||||||
|
for name in snap:
|
||||||
|
var d: Dictionary = snap[name]
|
||||||
|
if d.has("visuals_attached") and not d["visuals_attached"]:
|
||||||
|
problems.append("on the %s, %s's food has come off the plate (%.3fm from it, limit %.2f)"
|
||||||
|
% [peer_name, name, d.get("_visual_offset", -1.0), MAX_VISUAL_OFFSET])
|
||||||
return problems
|
return problems
|
||||||
|
|
||||||
|
|
||||||
@@ -893,6 +961,76 @@ func _audit_sync(label: String) -> void:
|
|||||||
_record("sync_after_" + label, "both", res)
|
_record("sync_after_" + label, "both", res)
|
||||||
|
|
||||||
|
|
||||||
|
# --- Live watch on plate visuals ------------------------------------------
|
||||||
|
#
|
||||||
|
# The per-step checks tell us the food ended up off the plate, but not when or
|
||||||
|
# why. This watches every frame and reports the first frame a cosmetic item
|
||||||
|
# departs from its slot, along with what was happening to the plate at the time.
|
||||||
|
|
||||||
|
## Local offset from its slot at which a cosmetic item counts as having moved.
|
||||||
|
const VISUAL_DRIFT_EPSILON := 0.05
|
||||||
|
|
||||||
|
var _current_step := "(before any step)"
|
||||||
|
var _drift_reported := {}
|
||||||
|
|
||||||
|
|
||||||
|
func _process(_delta: float) -> void:
|
||||||
|
if not _world:
|
||||||
|
return
|
||||||
|
for root in [_world, _world.get_node_or_null("WorldContent")]:
|
||||||
|
if not root:
|
||||||
|
continue
|
||||||
|
for item in root.get_children():
|
||||||
|
if not (item is Node3D) or not item.get_node_or_null("PlateController"):
|
||||||
|
continue
|
||||||
|
_watch_plate(item as Node3D)
|
||||||
|
|
||||||
|
|
||||||
|
func _watch_plate(plate: Node3D) -> void:
|
||||||
|
for path in ["Container/MealContainer", "Container/SidesContainer"]:
|
||||||
|
var holder := plate.get_node_or_null(path)
|
||||||
|
if not holder:
|
||||||
|
continue
|
||||||
|
for c in holder.get_children():
|
||||||
|
if not (c is Node3D) or c.is_queued_for_deletion():
|
||||||
|
continue
|
||||||
|
var drift: float = (c as Node3D).position.length()
|
||||||
|
var key := c.get_instance_id()
|
||||||
|
if drift <= VISUAL_DRIFT_EPSILON:
|
||||||
|
_drift_reported.erase(key)
|
||||||
|
continue
|
||||||
|
if _drift_reported.has(key):
|
||||||
|
continue
|
||||||
|
_drift_reported[key] = true
|
||||||
|
_log("VISUAL DRIFT: %s on %s moved to local %s (%.3f from its slot) during '%s'" % [
|
||||||
|
c.name, plate.name, (c as Node3D).position, drift, _current_step])
|
||||||
|
_log(" plate: pos=%s freeze=%s held_by=%s authority=%d" % [
|
||||||
|
plate.global_position, plate.freeze if plate is RigidBody3D else "-",
|
||||||
|
plate.get_picked_up_by() if plate.has_method("get_picked_up_by") else "-",
|
||||||
|
plate.get_multiplayer_authority()])
|
||||||
|
if c is RigidBody3D:
|
||||||
|
_log(" visual: freeze=%s mode=%d layer=%d top_level=%s sleeping=%s lin_vel=%s" % [
|
||||||
|
c.freeze, c.freeze_mode, c.collision_layer, c.top_level,
|
||||||
|
c.sleeping, c.linear_velocity])
|
||||||
|
|
||||||
|
|
||||||
|
# Food shown on a plate is a cosmetic child of that plate, so it has to stay put
|
||||||
|
# when the plate is picked up and carried around. If it drifts away, the player
|
||||||
|
# sees the burger fly off the plate.
|
||||||
|
func _check_plate_visuals(plate_name: String) -> Dictionary:
|
||||||
|
var plate := _find(plate_name)
|
||||||
|
if not plate:
|
||||||
|
return {"ok": false, "detail": "'%s' does not exist on this peer" % plate_name}
|
||||||
|
var off := _max_visual_offset(plate)
|
||||||
|
if off < 0.0:
|
||||||
|
return {"ok": false, "detail": "%s is not showing any food to check" % plate_name}
|
||||||
|
if off > MAX_VISUAL_OFFSET:
|
||||||
|
return {"ok": false, "detail": "%s's food has come off the plate: %.3fm away (limit %.2f). %s"
|
||||||
|
% [plate_name, off, MAX_VISUAL_OFFSET, _visual_diag(plate)]}
|
||||||
|
return {"ok": true, "detail": "%s's food is still on it (%.3fm from centre). %s"
|
||||||
|
% [plate_name, off, _visual_diag(plate)]}
|
||||||
|
|
||||||
|
|
||||||
# --- Diagnostics -----------------------------------------------------------
|
# --- Diagnostics -----------------------------------------------------------
|
||||||
|
|
||||||
func _diag(item: Node3D) -> String:
|
func _diag(item: Node3D) -> String:
|
||||||
|
|||||||
@@ -108,5 +108,5 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.40037438, 1.0094403, 0.341
|
|||||||
[node name="Counter" parent="." unique_id=1487893288 instance=ExtResource("12_j5uvh")]
|
[node name="Counter" parent="." unique_id=1487893288 instance=ExtResource("12_j5uvh")]
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1, 0.5, 0)
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1, 0.5, 0)
|
||||||
|
|
||||||
[node name="Counter2" parent="." instance=ExtResource("12_j5uvh")]
|
[node name="Counter2" parent="." unique_id=860178119 instance=ExtResource("12_j5uvh")]
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2, 0.5, 0)
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2, 0.5, 0)
|
||||||
|
|||||||
Reference in New Issue
Block a user