Files
VRyHungry1/Player/net_player.gd
T
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

107 lines
4.1 KiB
GDScript

extends Node3D
## Networked representation of one connected player.
##
## The owning peer's local XR rig drives the three transforms below every frame;
## the generated NetSync replicates them, and every other peer applies them to
## the avatar's head and hands. They are ordinary script variables rather than an
## authored replication config, so the avatar goes through exactly the same
## convention as every other replicated object.
@onready var _head: Node3D = $Head
@onready var _left_hand: Node3D = $LeftHand
@onready var _right_hand: Node3D = $RightHand
## Replicated pose. Underscore-free by design — that is what marks a variable as
## replicated (see NetReplication). Written by the owning peer, applied by
## everyone else through the setters.
var head_xform: Transform3D = Transform3D.IDENTITY: set = _set_head_xform
var left_xform: Transform3D = Transform3D.IDENTITY: set = _set_left_xform
var right_xform: Transform3D = Transform3D.IDENTITY: set = _set_right_xform
var _local_camera: Node3D
var _local_left_hand: Node3D
var _local_right_hand: Node3D
func _enter_tree() -> void:
# The avatar's name is the peer id it belongs to. Authority has to be claimed
# here rather than in _ready(): NetReplication reads it when it attaches the
# synchronizers, which happens as this node enters the tree.
set_multiplayer_authority(str(name).to_int())
func _ready() -> void:
# LeftHand/RightHand are the full godot-xr-tools glove scenes, whose root
# carries hand.gd. That script sets top_level = true and every physics frame
# repositions itself to track a live XRController3D parent. Here the parent is
# just this avatar, not a controller, so leaving it running fights both the
# local copy below and the replicated values on other peers — and mostly wins,
# since it runs every physics tick regardless of our _process. That was the
# "hands stuck near the origin, only occasionally correct" symptom. Nothing
# else in that script matters here; _controller is always null without a real
# controller ancestor, so the grip animation already no-ops.
_left_hand.set_physics_process(false)
_right_hand.set_physics_process(false)
if not is_multiplayer_authority():
set_process(false)
# State that arrived in the spawn packet was applied before these @onready
# references existed, so render it now.
_apply_pose()
return
var origin := get_tree().get_first_node_in_group("local_xr_origin")
if origin:
_local_camera = origin.get_node_or_null("XRCamera3D")
_local_left_hand = origin.get_node_or_null("XRControllerLeftHand")
_local_right_hand = origin.get_node_or_null("XRControllerRightHand")
# Every peer's rig is baked at the same spot, so spread joiners along X
# rather than starting them stacked on top of each other. ENet peer ids
# are large effectively-random 32-bit numbers, so this has to be bounded
# AND kept well inside the floor's footprint — an earlier version used up
# to 12 units and could drop a joining player off the edge.
var peer_id := str(name).to_int()
if peer_id != 1:
var slot := absi(peer_id) % 4
origin.position += Vector3((slot - 1.5) * 1.2, 0, 0)
# Don't render your own floating head and hands from the inside.
_head.visible = false
_left_hand.visible = false
_right_hand.visible = false
func _process(_delta: float) -> void:
if _local_camera:
head_xform = _local_camera.global_transform
if _local_left_hand:
left_xform = _local_left_hand.global_transform
if _local_right_hand:
right_xform = _local_right_hand.global_transform
# The setters are null-guarded because a spawn-replicated property fires its
# setter BEFORE the node is in the tree, when @onready references are still null.
func _set_head_xform(value: Transform3D) -> void:
head_xform = value
if _head:
_head.global_transform = value
func _set_left_xform(value: Transform3D) -> void:
left_xform = value
if _left_hand:
_left_hand.global_transform = value
func _set_right_xform(value: Transform3D) -> void:
right_xform = value
if _right_hand:
_right_hand.global_transform = value
func _apply_pose() -> void:
_head.global_transform = head_xform
_left_hand.global_transform = left_xform
_right_hand.global_transform = right_xform