2 Commits

Author SHA1 Message Date
JonShard db1bad562d Uncomment net_pickable 2026-07-29 16:59:17 +02:00
JonShard dce694dac4 Fix join logic in menu panel 2026-07-29 14:45:09 +02:00
6 changed files with 428 additions and 268 deletions
+208 -208
View File
@@ -1,209 +1,209 @@
extends MultiplayerSynchronizer extends MultiplayerSynchronizer
#
### Networked sync component for a pickable item. Added as a child literally ## Networked sync component for a pickable item. Added as a child literally
### named "NetPickable" (network_manager.gd's authority RPCs already expect ## named "NetPickable" (network_manager.gd's authority RPCs already expect
### this) of every net-synced pickable, replicating its transform and held ## this) of every net-synced pickable, replicating its transform and held
### state. Only the current multiplayer authority (the server while loose, or ## state. Only the current multiplayer authority (the server while loose, or
### whichever peer is holding it) actually simulates physics for the item; ## whichever peer is holding it) actually simulates physics for the item;
### every other peer freezes their local copy and just follows the synced ## every other peer freezes their local copy and just follows the synced
### transform. ## transform.
#
### 0 = loose/server-simulated; otherwise the peer id currently holding it. ## 0 = loose/server-simulated; otherwise the peer id currently holding it.
### Replicated at spawn and on change so a late joiner sees the current holder. ## Replicated at spawn and on change so a late joiner sees the current holder.
#var net_held_by: int = 0: set = _set_net_held_by var net_held_by: int = 0: set = _set_net_held_by
#
#var _pickable: XRToolsPickable var _pickable: XRToolsPickable
#
## This item's own baked freeze_mode (e.g. plate.tscn bakes KINEMATIC, not the # 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 # RigidBody3D default of STATIC) — captured once so it can be restored when
## this peer regains ownership, instead of getting stuck on whatever # this peer regains ownership, instead of getting stuck on whatever
## apply_held_state() last forced it to while non-authority. # apply_held_state() last forced it to while non-authority.
#var _original_freeze_mode: int var _original_freeze_mode: int
#
## Same idea for the pickable's authored `enabled` flag, which the non-authority # Same idea for the pickable's authored `enabled` flag, which the non-authority
## branch of apply_held_state() clears while someone else is holding the item. # branch of apply_held_state() clears while someone else is holding the item.
#var _original_enabled: bool var _original_enabled: bool
#
## Whether the "our own hand still holds this" guard has already been logged for # Whether the "our own hand still holds this" guard has already been logged for
## the current grab. apply_held_state() runs every network tick, so without this # the current grab. apply_held_state() runs every network tick, so without this
## the guard message repeats for as long as you hold the item. # the guard message repeats for as long as you hold the item.
#var _grab_race_logged := false var _grab_race_logged := false
#
#
#func _ready() -> void: func _ready() -> void:
#_pickable = get_parent() as XRToolsPickable _pickable = get_parent() as XRToolsPickable
#if not _pickable: if not _pickable:
#push_error("NetPickable must be a child of an XRToolsPickable") push_error("NetPickable must be a child of an XRToolsPickable")
#return return
#_original_freeze_mode = _pickable.freeze_mode _original_freeze_mode = _pickable.freeze_mode
#_original_enabled = _pickable.enabled _original_enabled = _pickable.enabled
#_pickable.picked_up.connect(_on_picked_up) _pickable.picked_up.connect(_on_picked_up)
#_pickable.dropped.connect(_on_dropped) _pickable.dropped.connect(_on_dropped)
## Deferred: the pickable root captures its own original_collision_mask/ # Deferred: the pickable root captures its own original_collision_mask/
## original_collision_layer via @onready, which runs AFTER this child's # original_collision_layer via @onready, which runs AFTER this child's
## _ready() but BEFORE the root's _ready() body. Calling apply_held_state # _ready() but BEFORE the root's _ready() body. Calling apply_held_state
## synchronously here would freeze/mask the item before that capture runs, # synchronously here would freeze/mask the item before that capture runs,
## permanently corrupting the "restore on drop" values. # permanently corrupting the "restore on drop" values.
#apply_held_state.call_deferred() apply_held_state.call_deferred()
#
#
#func _set_net_held_by(value: int) -> void: func _set_net_held_by(value: int) -> void:
#var old := net_held_by var old := net_held_by
#net_held_by = value net_held_by = value
#if old != value and NetworkManager.is_online(): if old != value and NetworkManager.is_online():
#print("%s net_held_by: %d -> %d (local state: %s, authority=%d)" % [ print("%s net_held_by: %d -> %d (local state: %s, authority=%d)" % [
#_pickable.name, old, value, _holder_desc(), get_multiplayer_authority() _pickable.name, old, value, _holder_desc(), get_multiplayer_authority()
#]) ])
#apply_held_state() apply_held_state()
#
#
### Puts the item in the right physics state for whether this peer currently ## Puts the item in the right physics state for whether this peer currently
### owns it. Called locally after net_held_by changes, and directly by ## owns it. Called locally after net_held_by changes, and directly by
### NetworkManager._set_item_authority right after an authority handoff. ## NetworkManager._set_item_authority right after an authority handoff.
### ##
### IMPORTANT: this runs on every network tick, not just on a real change. ## IMPORTANT: this runs on every network tick, not just on a real change.
### net_held_by is replicated in ALWAYS mode, so the synchronizer assigns it every ## net_held_by is replicated in ALWAYS mode, so the synchronizer assigns it every
### tick on non-authority peers — unchanged value included — and that assignment ## tick on non-authority peers — unchanged value included — and that assignment
### lands in _set_net_held_by(), which calls this. So every branch here has to be ## lands in _set_net_held_by(), which calls this. So every branch here has to be
### idempotent and silent when there is nothing to do: otherwise each item logs a ## idempotent and silent when there is nothing to do: otherwise each item logs a
### line and rewrites four physics properties every tick on every peer that ## line and rewrites four physics properties every tick on every peer that
### doesn't own it. ## doesn't own it.
#func apply_held_state() -> void: func apply_held_state() -> void:
#if not _pickable: if not _pickable:
#return return
#if not NetworkManager.is_online() or is_multiplayer_authority(): if not NetworkManager.is_online() or is_multiplayer_authority():
#_grab_race_logged = false _grab_race_logged = false
## We own this item's simulation (offline, loose+server, or currently # We own this item's simulation (offline, loose+server, or currently
## holding it). If it's not actively in our own hand right now, make # 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 # sure it isn't still left frozen/collision-less from a previous
## non-authority period (e.g. right after regaining authority when a # non-authority period (e.g. right after regaining authority when a
## client released it) — while actually held, XRToolsPickable's own # client released it) — while actually held, XRToolsPickable's own
## pick_up()/let_go() already manage these fields, so leave those be. # pick_up()/let_go() already manage these fields, so leave those be.
#if not _pickable.is_picked_up(): if not _pickable.is_picked_up():
#var changed := _pickable.freeze_mode != _original_freeze_mode \ var changed := _pickable.freeze_mode != _original_freeze_mode \
#or _pickable.collision_mask != _pickable.original_collision_mask or _pickable.collision_mask != _pickable.original_collision_mask
#if changed: if changed:
#if NetworkManager.is_online(): if NetworkManager.is_online():
#print( print(
#"%s: reclaiming ownership, restoring freeze_mode %d->%d collision_mask %d->%d" % [ "%s: reclaiming ownership, restoring freeze_mode %d->%d collision_mask %d->%d" % [
#_pickable.name, _pickable.freeze_mode, _original_freeze_mode, _pickable.name, _pickable.freeze_mode, _original_freeze_mode,
#_pickable.collision_mask, _pickable.original_collision_mask _pickable.collision_mask, _pickable.original_collision_mask
#] ]
#) )
#_pickable.freeze_mode = _original_freeze_mode _pickable.freeze_mode = _original_freeze_mode
#_pickable.collision_mask = _pickable.original_collision_mask _pickable.collision_mask = _pickable.original_collision_mask
## Unlike freeze/collision (which XRToolsPickable manages itself while # Unlike freeze/collision (which XRToolsPickable manages itself while
## held), `enabled` is only ever written by the non-authority branch # held), `enabled` is only ever written by the non-authority branch
## below, so it must be restored here or it stays false forever: once a # below, so it must be restored here or it stays false forever: once a
## client grabbed this item, every other peer set enabled=false, and # client grabbed this item, every other peer set enabled=false, and
## regaining authority left it that way. On the server that silently # regaining authority left it that way. On the server that silently
## broke everything downstream — hands couldn't pick the item up again, # broke everything downstream — hands couldn't pick the item up again,
## and a station snap zone would "snap" it (emitting has_picked_up, so # and a station snap zone would "snap" it (emitting has_picked_up, so
## e.g. a plate still got marked dirty) while pick_up() bailed out on # e.g. a plate still got marked dirty) while pick_up() bailed out on
## the disabled item, leaving the zone holding an item with no grab # the disabled item, leaving the zone holding an item with no grab
## driver that then fell out of the station. # driver that then fell out of the station.
#if _pickable.enabled != _original_enabled: if _pickable.enabled != _original_enabled:
#if NetworkManager.is_online(): if NetworkManager.is_online():
#print("%s: reclaiming ownership, restoring enabled %s->%s" % [ print("%s: reclaiming ownership, restoring enabled %s->%s" % [
#_pickable.name, _pickable.enabled, _original_enabled _pickable.name, _pickable.enabled, _original_enabled
#]) ])
#_pickable.enabled = _original_enabled _pickable.enabled = _original_enabled
#return return
## A net_held_by/position sync update can race ahead of the # 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 # authority-handoff RPC that's about to confirm a grab we just made
## optimistically (they travel on different channels with no ordering # optimistically (they travel on different channels with no ordering
## guarantee). Don't let a stale sync value yank an item out of our own # 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 # hand mid-grab — only an explicit force_release_item rejection, or
## actually losing authority for real, should end a grab we initiated. # actually losing authority for real, should end a grab we initiated.
#if _pickable.is_picked_up() and _pickable.get_picked_up_by() is XRToolsFunctionPickup: if _pickable.is_picked_up() and _pickable.get_picked_up_by() is XRToolsFunctionPickup:
## Log once per grab, not once per tick. # Log once per grab, not once per tick.
#if NetworkManager.is_online() and not _grab_race_logged: if NetworkManager.is_online() and not _grab_race_logged:
#_grab_race_logged = true _grab_race_logged = true
#print( print(
#"%s: ignoring non-authority sync (net_held_by=%d) — still actively held by our own hand (grab-race guard)" % [ "%s: ignoring non-authority sync (net_held_by=%d) — still actively held by our own hand (grab-race guard)" % [
#_pickable.name, net_held_by _pickable.name, net_held_by
#] ]
#) )
#return return
#_grab_race_logged = false _grab_race_logged = false
## Someone else owns it: stop simulating locally, just follow the sync. # Someone else owns it: stop simulating locally, just follow the sync.
#if _pickable.is_picked_up(): if _pickable.is_picked_up():
#if NetworkManager.is_online(): if NetworkManager.is_online():
#print( print(
#"%s: was held by %s on this peer, but authority now says peer %d owns it — force-dropping" % [ "%s: was held by %s on this peer, but authority now says peer %d owns it — force-dropping" % [
#_pickable.name, _holder_desc(), net_held_by _pickable.name, _holder_desc(), net_held_by
#] ]
#) )
#_pickable.drop() _pickable.drop()
## Bail out when we're already in the follow-the-sync state. Without this the # Bail out when we're already in the follow-the-sync state. Without this the
## writes below (and the line logged with them) repeated every tick for every # writes below (and the line logged with them) repeated every tick for every
## item on every non-authority peer — 90% of the log, plus four redundant # item on every non-authority peer — 90% of the log, plus four redundant
## physics-property writes per item per tick. The comparison also means we # physics-property writes per item per tick. The comparison also means we
## still re-apply if something else perturbs the state (e.g. let_go() # still re-apply if something else perturbs the state (e.g. let_go()
## restoring the collision mask after a force-drop). # restoring the collision mask after a force-drop).
#var want_enabled := (net_held_by == 0) var want_enabled := (net_held_by == 0)
#if _pickable.freeze \ if _pickable.freeze \
#and _pickable.freeze_mode == RigidBody3D.FREEZE_MODE_KINEMATIC \ and _pickable.freeze_mode == RigidBody3D.FREEZE_MODE_KINEMATIC \
#and _pickable.collision_mask == 0 \ and _pickable.collision_mask == 0 \
#and _pickable.enabled == want_enabled: and _pickable.enabled == want_enabled:
#return return
#if NetworkManager.is_online(): if NetworkManager.is_online():
#print("%s: freezing (non-authority, owner=peer %d)" % [_pickable.name, net_held_by]) print("%s: freezing (non-authority, owner=peer %d)" % [_pickable.name, net_held_by])
#_pickable.freeze = true _pickable.freeze = true
#_pickable.freeze_mode = RigidBody3D.FREEZE_MODE_KINEMATIC _pickable.freeze_mode = RigidBody3D.FREEZE_MODE_KINEMATIC
#_pickable.collision_mask = 0 _pickable.collision_mask = 0
#_pickable.enabled = want_enabled _pickable.enabled = want_enabled
#
#
### Local hand grab (not a station snap zone, which is server-only): request ## Local hand grab (not a station snap zone, which is server-only): request
### authority immediately so the throw/drop can be reconciled, but let the grab ## authority immediately so the throw/drop can be reconciled, but let the grab
### happen instantly here rather than waiting on the round trip. ## happen instantly here rather than waiting on the round trip.
#func _on_picked_up(_p) -> void: func _on_picked_up(_p) -> void:
#var by := _pickable.get_picked_up_by() var by := _pickable.get_picked_up_by()
#if not (by is XRToolsFunctionPickup): if not (by is XRToolsFunctionPickup):
## e.g. a station snap zone grabbed it (server-side auto-snap, or the # e.g. a station snap zone grabbed it (server-side auto-snap, or the
## addon's own "grab out of a snap zone" shortcut mid-cascade) — not a # addon's own "grab out of a snap zone" shortcut mid-cascade) — not a
## player-initiated hand grab, so no authority request from here. # player-initiated hand grab, so no authority request from here.
#if NetworkManager.is_online(): if NetworkManager.is_online():
#print("%s picked up by %s (not a hand) — no authority request" % [_pickable.name, _holder_desc()]) print("%s picked up by %s (not a hand) — no authority request" % [_pickable.name, _holder_desc()])
#return return
#if NetworkManager.is_online(): if NetworkManager.is_online():
#print("%s grabbed by hand (authority was peer %d), requesting authority" % [_pickable.name, net_held_by]) print("%s grabbed by hand (authority was peer %d), requesting authority" % [_pickable.name, net_held_by])
#NetworkManager.request_item_authority_from(_pickable.get_path()) NetworkManager.request_item_authority_from(_pickable.get_path())
#
#
#func _on_dropped(_p) -> void: func _on_dropped(_p) -> void:
## Only forward if we're actually still the authority — a drop caused by # Only forward if we're actually still the authority — a drop caused by
## apply_held_state() losing authority (see above) must not re-report. # apply_held_state() losing authority (see above) must not re-report.
#if not is_multiplayer_authority(): if not is_multiplayer_authority():
#if NetworkManager.is_online(): if NetworkManager.is_online():
#print("%s dropped locally, but we aren't its authority (peer %d is) — not reporting" % [_pickable.name, net_held_by]) print("%s dropped locally, but we aren't its authority (peer %d is) — not reporting" % [_pickable.name, net_held_by])
#return return
#if NetworkManager.is_online(): if NetworkManager.is_online():
#print("%s dropped, reporting release to server (lin=%s ang=%s)" % [ print("%s dropped, reporting release to server (lin=%s ang=%s)" % [
#_pickable.name, _pickable.linear_velocity, _pickable.angular_velocity _pickable.name, _pickable.linear_velocity, _pickable.angular_velocity
#]) ])
## Send our own final transform too: we were the authority until now, and the # Send our own final transform too: we were the authority until now, and the
## server's copy may not have received our last position sync yet. # server's copy may not have received our last position sync yet.
#NetworkManager.release_item_authority_from( NetworkManager.release_item_authority_from(
#_pickable.get_path(), _pickable.linear_velocity, _pickable.angular_velocity, _pickable.get_path(), _pickable.linear_velocity, _pickable.angular_velocity,
#_pickable.global_transform _pickable.global_transform
#) )
#
#
### Human-readable description of what's currently holding this item on THIS ## Human-readable description of what's currently holding this item on THIS
### peer, for diagnosing desyncs between a hand's own "what am I holding" ## peer, for diagnosing desyncs between a hand's own "what am I holding"
### bookkeeping and the item's actual grab state (see the snap-zone-grab race ## bookkeeping and the item's actual grab state (see the snap-zone-grab race
### in NetworkManager._try_snap_into_station for a real example). ## in NetworkManager._try_snap_into_station for a real example).
#func _holder_desc() -> String: func _holder_desc() -> String:
#if not _pickable or not _pickable.is_picked_up(): if not _pickable or not _pickable.is_picked_up():
#return "loose" return "loose"
#var by := _pickable.get_picked_up_by() var by := _pickable.get_picked_up_by()
#if not by: if not by:
#return "held(no grabber?)" return "held(no grabber?)"
#if by is XRToolsFunctionPickup: if by is XRToolsFunctionPickup:
#return "hand(%s)" % by.get_path() return "hand(%s)" % by.get_path()
#if by is XRToolsSnapZone: if by is XRToolsSnapZone:
#var station := by.get_parent() var station := by.get_parent()
#return "zone(%s)" % (station.name if station else str(by.get_path())) return "zone(%s)" % (station.name if station else str(by.get_path()))
#return "other(%s: %s)" % [by.get_class(), by.get_path()] return "other(%s: %s)" % [by.get_class(), by.get_path()]
-3
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@@ -1,10 +1,7 @@
extends MultiplayerSpawner extends MultiplayerSpawner
@export var kitchen_scene: PackedScene @export var kitchen_scene: PackedScene
func _ready() -> void: func _ready() -> void:
if not kitchen_scene: if not kitchen_scene:
push_error("StationSpawner missing kitchen_scene") push_error("StationSpawner missing kitchen_scene")
+2 -12
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@@ -34,7 +34,7 @@ func _process(delta: float) -> void:
# if we're held or moving, reset timer and return # if we're held or moving, reset timer and return
if _pickable.get_picked_up_by() or _rigid.linear_velocity.length_squared() > pow(minimum_speed_square,2): if _pickable.get_picked_up_by() or _rigid.linear_velocity.length_squared() > pow(minimum_speed_square,2):
_time_left = time_to_despawn _time_left = time_to_despawn
_set_visible(true) get_parent().visible(true)
return return
@@ -50,14 +50,4 @@ func _process(delta: float) -> void:
# Make item blink in and out before despawning # Make item blink in and out before despawning
if _time_left < time_to_despawn / 2: if _time_left < time_to_despawn / 2:
_set_visible(int(_time_left * 5.0) % 2 == 0) get_parent().visible(int(_time_left * 5.0) % 2 == 0)
# `visible` is not a replicated property, so a blink driven only here would make
# the item flicker on the host and stay solid on clients. Until it is synced,
# only warn when there is nobody else to disagree with.
func _set_visible(value: bool) -> void: # TODO: Fix blinking
if true:# NetworkManager.is_online():
get_parent().visible = true
return
get_parent().visible = value
+7 -9
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@@ -68,17 +68,9 @@ shape = SubResource("BoxShape3D_arao0")
transform = Transform3D(-4.371139e-08, 0, -1, 0, 1, 0, 1, 0, -4.371139e-08, 7.502467, 9.197384, -0.018813023) transform = Transform3D(-4.371139e-08, 0, -1, 0, 1, 0, 1, 0, -4.371139e-08, 7.502467, 9.197384, -0.018813023)
shape = SubResource("BoxShape3D_arao0") shape = SubResource("BoxShape3D_arao0")
[node name="PlayersSpawner" type="MultiplayerSpawner" parent="." unique_id=106645565]
_spawnable_scenes = PackedStringArray("res://Player/net_player.tscn")
spawn_path = NodePath("../Players")
[node name="Players" type="Node3D" parent="." unique_id=1595463693]
[node name="ItemsSpawner" type="MultiplayerSpawner" parent="." unique_id=627119248] [node name="ItemsSpawner" type="MultiplayerSpawner" parent="." unique_id=627119248]
_spawnable_scenes = PackedStringArray("uid://dpot5qie20vf6", "uid://b3m2ag8g5rj4r", "uid://c0lknik4noobs", "uid://b3m2ag8g5rj4r", "uid://cfc4ho67u4r5e", "uid://e4i6o5oriecx") _spawnable_scenes = PackedStringArray("uid://dpot5qie20vf6", "uid://b3m2ag8g5rj4r", "uid://c0lknik4noobs", "uid://b3m2ag8g5rj4r", "uid://cfc4ho67u4r5e", "uid://e4i6o5oriecx")
spawn_path = NodePath("../Items") spawn_path = NodePath("..")
[node name="Items" type="Node3D" parent="." unique_id=291550153]
[node name="StationsSpawner" type="MultiplayerSpawner" parent="." unique_id=240083159] [node name="StationsSpawner" type="MultiplayerSpawner" parent="." unique_id=240083159]
_spawnable_scenes = PackedStringArray("uid://c6rift56ql3f8", "uid://efaec6ymgabo", "uid://bbg7dwsbxxh1t", "uid://cnjwtnhwh0i8q", "uid://j7caslh27nor", "uid://ck5tuftqmyiue", "uid://cwnwo4i28upap", "uid://dvrk268s7gkxh", "uid://caf0xanmxbshy") _spawnable_scenes = PackedStringArray("uid://c6rift56ql3f8", "uid://efaec6ymgabo", "uid://bbg7dwsbxxh1t", "uid://cnjwtnhwh0i8q", "uid://j7caslh27nor", "uid://ck5tuftqmyiue", "uid://cwnwo4i28upap", "uid://dvrk268s7gkxh", "uid://caf0xanmxbshy")
@@ -87,3 +79,9 @@ script = ExtResource("5_36d77")
kitchen_scene = ExtResource("6_uvo4r") kitchen_scene = ExtResource("6_uvo4r")
[node name="Stations" type="Node3D" parent="." unique_id=1991170324] [node name="Stations" type="Node3D" parent="." unique_id=1991170324]
[node name="PlayersSpawner" type="MultiplayerSpawner" parent="." unique_id=106645565]
_spawnable_scenes = PackedStringArray("res://Player/net_player.tscn")
spawn_path = NodePath("../Players")
[node name="Players" type="Node3D" parent="." unique_id=1595463693]
+23 -36
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@@ -6,8 +6,8 @@ extends Control
## directly. ## directly.
const JON_SCENE := "res://Scenes/jon_scene.tscn" const JON_SCENE := "res://Scenes/jon_scene.tscn"
const MULTIPLAYER_SCENE := "res://Scenes/multiplayer.tscn"
const SETTINGS_PATH := "user://vryhungry_settings.cfg" const SETTINGS_PATH := "user://vryhungry_settings.cfg"
const MULTIPLAYER_SCENE := "res://Scenes/multiplayer.tscn"
var _ip := "127.0.0.1" var _ip := "127.0.0.1"
@@ -22,11 +22,12 @@ var _ip := "127.0.0.1"
@onready var _join_btn: Button = %JoinButton @onready var _join_btn: Button = %JoinButton
@onready var _back_btn: Button = %BackButton @onready var _back_btn: Button = %BackButton
# store original text so we can say "connecting..." while pinging server
var original_join_text: String
func _ready() -> void: func _ready() -> void:
print("Menu Panel _ready") print("Menu Panel _ready")
if _bypass_menu_for_cmdline():
return
for child in _keypad.get_children(): for child in _keypad.get_children():
if child is Button: if child is Button:
child.pressed.connect(_on_key.bind(child.text)) child.pressed.connect(_on_key.bind(child.text))
@@ -35,29 +36,12 @@ func _ready() -> void:
_join_menu_btn.pressed.connect(_show_join_view) _join_menu_btn.pressed.connect(_show_join_view)
_join_btn.pressed.connect(_on_join_pressed) _join_btn.pressed.connect(_on_join_pressed)
_back_btn.pressed.connect(_show_root_view) _back_btn.pressed.connect(_show_root_view)
NetworkManager.connection_failed.connect(_handle_connection_failed)
_load_ip() _load_ip()
_show_root_view() _show_root_view()
_refresh_ip() _refresh_ip()
original_join_text = _join_btn.text
## --server / --join <ip> on the command line skip straight to the multiplayer
## scene, same as the previously headless-tested main.tscn flow.
func _bypass_menu_for_cmdline() -> bool:
var args := OS.get_cmdline_user_args()
if args.has("--server"):
NetworkManager.request_host()
get_tree().change_scene_to_file.call_deferred(MULTIPLAYER_SCENE)
return true
if args.has("--join"):
var idx := args.find("--join")
var addr := "127.0.0.1"
if idx + 1 < args.size():
addr = args[idx + 1]
NetworkManager.request_join(addr)
get_tree().change_scene_to_file.call_deferred(MULTIPLAYER_SCENE)
return true
return false
func _show_root_view() -> void: func _show_root_view() -> void:
print("Menu Panel show root view") print("Menu Panel show root view")
@@ -69,7 +53,8 @@ func _show_join_view() -> void:
print("Menu Panel show join view") print("Menu Panel show join view")
_root_view.visible = false _root_view.visible = false
_join_view.visible = true _join_view.visible = true
set_status("Enter host IP, then Join") _status.text= "Enter host IP, then Join"
_status.add_theme_color_override("font_color", Color.WHITE)
func _on_key(key: String) -> void: func _on_key(key: String) -> void:
@@ -95,17 +80,26 @@ func _on_john_pressed() -> void:
func _on_host_pressed() -> void: func _on_host_pressed() -> void:
print("Menu Panel press host") print("Menu Panel press host")
NetworkManager.host() NetworkManager.host()
get_tree().change_scene_to_file.call_deferred(MULTIPLAYER_SCENE)
func _on_join_pressed() -> void: func _on_join_pressed() -> void:
print("Menu Panel press host") print("Menu Panel press join")
if _ip.is_empty(): if _ip.is_empty():
set_status("Enter an IP first") _status.text= "Enter an IP first"
_status.add_theme_color_override("font_color", Color.ORANGE)
return return
_save_ip() _save_ip()
NetworkManager.request_join(_ip) _join_btn.disabled = true
get_tree().change_scene_to_file.call_deferred(MULTIPLAYER_SCENE) _join_btn.text = "Connecting..."
NetworkManager.join(_ip)
func _handle_connection_failed():
print("Menu Panel _handle_connection_failed")
_status.text= "Connection failed"
_status.add_theme_color_override("font_color", Color.RED)
_join_btn.disabled = false
_join_btn.text = original_join_text
## Remembers the last IP the player tried to join, so the keypad starts ## Remembers the last IP the player tried to join, so the keypad starts
@@ -121,10 +115,3 @@ func _save_ip() -> void:
cfg.load(SETTINGS_PATH) cfg.load(SETTINGS_PATH)
cfg.set_value("network", "last_ip", _ip) cfg.set_value("network", "last_ip", _ip)
cfg.save(SETTINGS_PATH) cfg.save(SETTINGS_PATH)
## Called by network_manager (e.g. on connection_failed after a bounce back to
## this menu) to show feedback.
func set_status(text: String) -> void:
if _status:
_status.text = text
+188
View File
@@ -2,6 +2,7 @@ extends Node
const DEFAULT_PORT := 24565 const DEFAULT_PORT := 24565
const MAX_CLIENTS := 7 const MAX_CLIENTS := 7
const MULTIPLAYER_SCENE := "res://Scenes/multiplayer.tscn"
signal player_joined(peer_id: int) signal player_joined(peer_id: int)
@@ -37,6 +38,7 @@ func host(port: int = DEFAULT_PORT) -> Error:
multiplayer.multiplayer_peer = peer multiplayer.multiplayer_peer = peer
print("NetworkManager HOST started on port %d (peer id %d)" % [port, multiplayer.get_unique_id()]) print("NetworkManager HOST started on port %d (peer id %d)" % [port, multiplayer.get_unique_id()])
session_started.emit(true) session_started.emit(true)
get_tree().change_scene_to_file.call_deferred(MULTIPLAYER_SCENE)
return OK return OK
@@ -69,6 +71,189 @@ func _go_offline() -> void:
unregister_world() unregister_world()
# --- Item grab-authority transfer -----------------------------------------
## Called by NetPickable when this peer grabs an item by hand. Godot rejects
## rpc_id() targeting your own peer id ("RPC on yourself is not allowed"), so
## when we ARE the server this runs the logic directly instead of round-
## tripping an RPC to ourselves — otherwise every host-side grab/drop was
## silently failing to run its server-side half (no denial checks, and
## crucially no auto-snap-into-station on release).
func request_item_authority_from(item_path: NodePath) -> void:
if is_server():
_grant_or_reject_item_authority(item_path, multiplayer.get_unique_id())
else:
_request_item_authority_rpc.rpc_id(1, item_path)
@rpc("any_peer", "reliable")
func _request_item_authority_rpc(item_path: NodePath) -> void:
if not is_server():
return
_grant_or_reject_item_authority(item_path, multiplayer.get_remote_sender_id())
## Runs on the server (called directly if the requester IS the server, or via
## the RPC above otherwise). If the item was snapped into a station, the
## station releases it so the grabber cleanly takes ownership.
func _grant_or_reject_item_authority(item_path: NodePath, sender: int) -> void:
var item := get_node_or_null(item_path)
if item:
var np := item.get_node_or_null("NetPickable")
if np and np.net_held_by != 0 and np.net_held_by != sender:
# Already legitimately held by a different live peer: reject the
# requester's optimistic client-side grab instead of stealing it.
print("NetworkManager request_item_authority: DENIED %s to peer %d (already held by %d)" % [item.name, sender, np.net_held_by])
_force_release_item_to(sender, item_path)
return
print("NetworkManager request_item_authority: granting %s to peer %d" % [str(item.name) if item else str(item_path), sender])
# Assign authority + held state first (disables the item on the server so its
# snap zone won't re-grab it), then release it from any station.
_set_item_authority.rpc(item_path, sender)
if item:
_release_from_snap_zones(item)
## Called by NetPickable when this peer releases an item, forwarding its throw
## velocity so the server can resume simulating it. Same self-RPC issue as
## above: runs directly if we're the server.
func release_item_authority_from(item_path: NodePath, lin: Vector3, ang: Vector3, xform: Transform3D) -> void:
if is_server():
_do_release_item_authority(item_path, lin, ang, xform, multiplayer.get_unique_id())
else:
_release_item_authority_rpc.rpc_id(1, item_path, lin, ang, xform)
@rpc("any_peer", "reliable")
func _release_item_authority_rpc(item_path: NodePath, lin: Vector3, ang: Vector3, xform: Transform3D) -> void:
if not is_server():
return
_do_release_item_authority(item_path, lin, ang, xform, multiplayer.get_remote_sender_id())
## Runs on the server. If released next to a station, the server snaps it in
## (server-authoritative placement).
func _do_release_item_authority(item_path: NodePath, lin: Vector3, ang: Vector3, xform: Transform3D, sender: int) -> void:
print("NetworkManager release_item_authority: %s released by peer %d" % [str(item_path), sender])
_set_item_authority.rpc(item_path, 1)
var item := get_node_or_null(item_path)
if item is RigidBody3D:
# Adopt the releasing peer's own final transform rather than trusting our
# copy's. That peer was the item's authority right up to this moment, and
# its position updates travel on the synchronizer's separate, unordered
# channel — this reliable RPC routinely overtakes them, leaving our copy
# still sitting where the item was BEFORE the peer carried it away. The
# snap decision below then reads that stale position and teleports the
# item straight back into the station it was just picked up from.
item.global_transform = xform
item.freeze = false
item.linear_velocity = lin
item.angular_velocity = ang
_try_snap_into_station.call_deferred(item)
# All station snap zones in the world (every XRToolsSnapZone child of a node in
# the "station" group — some stations, e.g. Table, have more than one).
func _station_snap_zones() -> Array:
var zones := []
for station in get_tree().get_nodes_in_group("station"):
for child in station.get_children():
if child is XRToolsSnapZone:
zones.append(child)
return zones
# If the item is snapped into any station, drop it from that station.
func _release_from_snap_zones(item: Node) -> void:
for zone in _station_snap_zones():
if zone.picked_up_object == item:
print("NetworkManager releasing %s from %s's snap zone (authority just granted elsewhere)" % [item.name, zone.get_parent().name])
zone.drop_object()
# Make the zone forget the item as well. These zones are snap_mode=RANGE,
# so every frame they re-grab anything still listed in their grab area
# that can be picked up — and Jolt does not emit body_exited when let_go()
# switches the item's collision layer back out of the zone's mask, so the
# entry goes stale and never clears. The station then snatches the item
# straight back off the player who just took it, teleporting it home.
# Bringing it near again re-adds it properly (a held item is on the layer
# the zone watches), and releasing next to a station is handled
# explicitly by _try_snap_into_station.
if zone._object_in_grab_area.has(item):
zone._object_in_grab_area.erase(item)
# Snap the item into the nearest empty station snap zone within grab range.
#
# Called deferred from _do_release_item_authority: XRToolsFunctionPickup's own
# "grab an item out of a snap zone" path calls zone.drop_object() BEFORE it
# calls pick_up() on the hand's behalf. drop_object()'s let_go() synchronously
# fires the pickable's `dropped` signal, which (via NetPickable) lands here —
# if this ran synchronously it would immediately re-snap the item into the
# very same zone it's still physically inside, stealing it away before the
# hand's own pick_up() call (later in the same call stack) ever runs. That
# leaves XRToolsFunctionPickup.picked_up_object pointing at an item whose
# _grab_driver actually belongs to the zone — a stale reference that crashes
# (null _grab_driver) the next time a controller button is pressed. Deferring
# lets the hand's pick_up() go first; the is_picked_up() check below is a
# second guard in case the item gets grabbed for real before this runs.
func _try_snap_into_station(item: Node) -> void:
if not (item is Node3D):
return
if item.has_method("is_picked_up") and item.is_picked_up():
var by: Node = null
if item.has_method("get_picked_up_by"):
by = item.get_picked_up_by()
print("NetworkManager skipped snapping %s: already held by %s (grab-race guard)" % [item.name, by.get_path() if by else "?"])
return
for zone in _station_snap_zones():
if is_instance_valid(zone.picked_up_object):
continue
if zone.global_position.distance_to(item.global_position) <= zone.grab_distance:
print("NetworkManager snapped %s into %s" % [item.name, zone.get_parent().name])
zone.pick_up_object(item)
return
print("NetworkManager no station in range to snap %s into (or none empty)" % item.name)
# Server broadcasts an authority assignment so every peer agrees on who owns the
# item (set_multiplayer_authority is a local call and must run everywhere).
@rpc("authority", "call_local", "reliable")
func _set_item_authority(item_path: NodePath, peer: int) -> void:
var item := get_node_or_null(item_path)
if not item:
return
print("NetworkManager _set_item_authority: %s -> peer %d" % [item.name, peer])
item.set_multiplayer_authority(peer) # recursive: item + synchronizer + NetPickable
var np := item.get_node_or_null("NetPickable")
if np:
np.net_held_by = 0 if peer == 1 else peer
np.apply_held_state()
## Rejects peer's optimistic grab (the item was already legitimately held by
## someone else). Same self-RPC concern: if the rejected peer is the server
## itself, apply it directly rather than rpc_id-ing ourselves.
func _force_release_item_to(peer: int, item_path: NodePath) -> void:
if peer == 1:
_do_force_release(item_path)
else:
force_release_item.rpc_id(peer, item_path)
@rpc("authority", "reliable")
func force_release_item(item_path: NodePath) -> void:
_do_force_release(item_path)
func _do_force_release(item_path: NodePath) -> void:
print("NetworkManager force_release_item: dropping %s (server rejected our grab)" % str(item_path))
var item := get_node_or_null(item_path)
if item and item.has_method("drop"):
item.drop()
func is_server() -> bool: func is_server() -> bool:
return is_online() and multiplayer.is_server() return is_online() and multiplayer.is_server()
@@ -142,6 +327,8 @@ func _on_peer_disconnected(peer_id: int) -> void:
func _on_connected_to_server() -> void: func _on_connected_to_server() -> void:
print("NetworkManager connected_to_server (my id=%d)" % multiplayer.get_unique_id()) print("NetworkManager connected_to_server (my id=%d)" % multiplayer.get_unique_id())
session_started.emit(false) session_started.emit(false)
get_tree().change_scene_to_file.call_deferred(MULTIPLAYER_SCENE)
func _on_connection_failed() -> void: func _on_connection_failed() -> void:
print("NetworkManager connection_failed") print("NetworkManager connection_failed")
@@ -156,6 +343,7 @@ func _on_server_disconnected() -> void:
# --- Command-line driven test bootstrap ----------------------------------- # --- Command-line driven test bootstrap -----------------------------------
func _handle_cmdline() -> void: func _handle_cmdline() -> void:
print("NetworkManager _handle_cmdline")
var args := OS.get_cmdline_user_args() var args := OS.get_cmdline_user_args()
if args.has("--server"): if args.has("--server"):
print("NetworkManager cmdline: --server") print("NetworkManager cmdline: --server")