extends MultiplayerSynchronizer ## Networked sync component for a pickable item. Added as a child literally ## named "NetPickable" (network_manager.gd's authority RPCs already expect ## this) of every net-synced pickable, replicating its transform and held ## state. Only the current multiplayer authority (the server while loose, or ## whichever peer is holding it) actually simulates physics for the item; ## every other peer freezes their local copy and just follows the synced ## transform. ## 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. 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/ # original_collision_layer via @onready, which runs AFTER this child's # _ready() but BEFORE the root's _ready() body. Calling apply_held_state # synchronously here would freeze/mask the item before that capture runs, # permanently corrupting the "restore on drop" values. apply_held_state.call_deferred() func _set_net_held_by(value: int) -> void: net_held_by = value apply_held_state() ## 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 ## NetworkManager._set_item_authority right after an authority handoff. func apply_held_state() -> void: if not _pickable: return if not NetworkManager.is_online() or is_multiplayer_authority(): # 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 # 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(): _pickable.drop() _pickable.freeze = true _pickable.freeze_mode = RigidBody3D.FREEZE_MODE_KINEMATIC _pickable.collision_mask = 0 _pickable.enabled = (net_held_by == 0) ## 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 ## happen instantly here rather than waiting on the round trip. func _on_picked_up(_p) -> void: var by := _pickable.get_picked_up_by() if not (by is XRToolsFunctionPickup): return if NetworkManager.is_online(): NetworkManager.log_line("Grabbed %s by hand, requesting authority" % _pickable.name) NetworkManager.request_item_authority_from(_pickable.get_path()) func _on_dropped(_p) -> void: # Only forward if we're actually still the authority — a drop caused by # apply_held_state() losing authority (see above) must not re-report. if not is_multiplayer_authority(): return if NetworkManager.is_online(): NetworkManager.log_line("Dropped %s, reporting release to server" % _pickable.name) NetworkManager.release_item_authority_from( _pickable.get_path(), _pickable.linear_velocity, _pickable.angular_velocity )