Files
VRyHungry1/Net/net_replication.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

189 lines
8.8 KiB
GDScript

extends Node
class_name NetReplication
## Builds MultiplayerSynchronizers for any node by convention, so no scene needs
## a hand-authored replication config.
##
## Every replicated node gets TWO synchronizers, both generated here:
##
## NetSync script state (is_dirty, contained_ids, time_cooked, ...).
## Always owned by the server. Gameplay outcomes are the server's to
## decide, so this never changes hands.
## NetXform position + quaternion. Owned by the server while the object is
## loose, and handed to a peer for as long as that peer holds it.
##
## Splitting them is what makes client-side grab prediction work. A
## MultiplayerSynchronizer never applies inbound state on the peer that owns it,
## so giving the holder NetXform means their own hand drives the object with no
## round trip and no fight with the server's copy — while is_dirty and friends
## keep flowing one way, server to client, exactly as before.
##
## The obvious alternative, per-peer visibility (set_visibility_for), does NOT
## work: MultiplayerSpawner also uses synchronizer visibility to decide whether
## a node should exist on a peer, so hiding an object from its holder despawns
## it in their hand. Verified in test/spike/.
##
## The convention for what gets replicated:
## * a Node3D replicates `position` and `quaternion` (never `scale` — nothing
## in this game animates scale as gameplay state)
## * every script variable, on the node and on any scripted descendant, whose
## name does not start with "_" and whose declared type is serialisable
##
## Underscore-prefixed vars are the opt-out, and they already mark exactly the
## state that must not be replicated: @onready node references, cached lookups,
## per-frame bookkeeping.
## SceneReplicationConfig's replication modes. The enum is not exposed under a
## friendly name in GDScript, so they are spelled out here.
const MODE_ALWAYS := 1
const MODE_ON_CHANGE := 2
const SYNC_NAME := "NetSync"
const XFORM_NAME := "NetXform"
## Types that survive a network round trip. Object/Callable/Signal/RID cannot be
## serialised, and are exactly what @onready and cached references hold.
const SYNCABLE_TYPES := [
TYPE_BOOL, TYPE_INT, TYPE_FLOAT, TYPE_STRING, TYPE_STRING_NAME,
TYPE_VECTOR2, TYPE_VECTOR3, TYPE_QUATERNION, TYPE_TRANSFORM3D,
TYPE_COLOR, TYPE_PACKED_STRING_ARRAY, TYPE_ARRAY,
]
## Adds both synchronizers to `node`, unless they are already there. Idempotent.
##
## Must run on EVERY peer, not just the authority: the client's copy is built by
## MultiplayerSpawner straight from the .tscn, so it only has synchronizers if
## something puts them there. NetWorld calls this from the content root's
## child_entered_tree on both sides — early enough that they enter the tree
## inside the spawner's own add_child(), which is what lets them pick up the
## spawn payload (verified in test/spike/: a late joiner receives position and
## script state from a synchronizer that exists only at runtime).
static func attach(node: Node) -> void:
if node is Node3D and not node.has_node(XFORM_NAME):
_add_sync(node, XFORM_NAME, _transform_config())
if not node.has_node(SYNC_NAME):
_add_sync(node, SYNC_NAME, state_config(node))
static func _add_sync(node: Node, sync_name: String, config: SceneReplicationConfig) -> void:
var sync := MultiplayerSynchronizer.new()
sync.name = sync_name
sync.replication_config = config
# Sync every network tick. ON_CHANGE properties are only sent when they
# actually change regardless of this interval.
sync.replication_interval = 0.0
# Inherit the node's authority rather than defaulting to the server. Items are
# server-owned and this changes nothing for them, but a player avatar sets its
# authority to the peer it belongs to in _enter_tree — which has already run by
# the time we get here — and its synchronizer has to agree, or the owning peer
# would be receiving its own head and hands back from the server.
sync.set_multiplayer_authority(node.get_multiplayer_authority())
node.add_child(sync)
## Transform-only config. ALWAYS rather than ON_CHANGE: a carried or simulated
## object changes every tick anyway, so ON_CHANGE would only add a comparison
## per property per tick. spawn = true so a replicated object arrives already in
## the right place instead of sitting at the origin for a frame.
static func _transform_config() -> SceneReplicationConfig:
var config := SceneReplicationConfig.new()
_add(config, ".:position", true, MODE_ALWAYS)
_add(config, ".:quaternion", true, MODE_ALWAYS)
return config
## Script-state config for `node` and its scripted descendants. Public so the
## tests can inspect what the convention picked up without spinning up a session.
##
## ON_CHANGE, not ALWAYS: the value is then only sent — and, crucially, only
## ASSIGNED on the receiving peer — when it actually changes. Under ALWAYS every
## replicated setter becomes a per-tick hot path, which is how this project
## previously ended up rebuilding every plate's visuals 60 times a second.
static func state_config(node: Node) -> SceneReplicationConfig:
var config := SceneReplicationConfig.new()
for path in _script_var_paths(node, node):
_add(config, path, true, MODE_ON_CHANGE)
return config
static func _add(config: SceneReplicationConfig, path: String, spawn: bool, mode: int) -> void:
var np := NodePath(path)
config.add_property(np)
config.property_set_spawn(np, spawn)
config.property_set_replication_mode(np, mode)
## Whether a script comes from a third-party addon rather than this game.
##
## Addon components are local plumbing, and replicating their configuration is
## not merely wasteful — it is actively wrong. godot-xr-tools' snap zones and
## pickables both expose a public `enabled`, which is precisely the flag each
## peer has to set for ITSELF: a client disables its stations' snap zones because
## placement is the server's decision, and disables a pickable another player is
## holding. Replicating those meant the server helpfully sent `enabled = true`
## straight back over every client's gate, so stations on clients went on
## grabbing objects out of the local player's hands.
##
## Their values are authored in the scene file and therefore already identical on
## every peer, so nothing is lost by leaving them alone.
static func _is_addon(script: Script) -> bool:
return script.resource_path.begins_with("res://addons/")
## Whether a typed array holds something that can cross the wire.
##
## An array of nodes cannot, and this game has several: ItemContainer's
## meal_positions/side_positions are Array[Node3D], and contained_items is
## Array[FoodItem]. Replicating one would try to serialise live node references.
##
## GDScript reports the element type three different ways, so all three are
## handled here (verified against the real scripts):
## Array[String] hint 23, hint_string "4:" -> element type 4
## Array[Node3D] hint 23, hint_string "24/34:Node3D" -> element type 24
## Array[FoodItem] hint 31, hint_string "FoodItem" -> a class name
## An untyped Array reports an empty hint_string and is excluded too: it can hold
## anything, including nodes, so there is no safe answer.
static func _is_syncable_array(prop: Dictionary) -> bool:
var hint_string := str(prop["hint_string"])
if hint_string.is_empty():
return false
var head := hint_string.split(":")[0].split("/")[0]
if not head.is_valid_int():
# A bare class name, e.g. "FoodItem".
return false
return SYNCABLE_TYPES.has(head.to_int()) and head.to_int() != TYPE_ARRAY
## Every "<relative path>:<var>" on `node` and its scripted descendants.
## Descends through children but stops at anything carrying its own synchronizer
## — that subtree replicates itself and must not be replicated twice.
static func _script_var_paths(root: Node, node: Node) -> Array[String]:
var paths: Array[String] = []
var prefix: String = "." if node == root else str(root.get_path_to(node))
var script: Script = node.get_script() as Script
# Note the descent below still happens for an addon-scripted node — only its
# own properties are skipped. plate.tscn's root is godot-xr-tools' pickable.gd
# and its PlateController child is where the game state actually lives.
if script and _is_addon(script):
script = null
if script:
for prop in script.get_script_property_list():
var prop_name := str(prop["name"])
if prop_name.begins_with("_"):
continue
if not (prop["usage"] & PROPERTY_USAGE_SCRIPT_VARIABLE):
continue
if not SYNCABLE_TYPES.has(prop["type"]):
continue
if prop["type"] == TYPE_ARRAY and not _is_syncable_array(prop):
continue
paths.append("%s:%s" % [prefix, prop_name])
for child in node.get_children():
if child is MultiplayerSynchronizer or child is MultiplayerSpawner:
continue
if child.has_node(SYNC_NAME) or child.has_node(XFORM_NAME):
continue
paths.append_array(_script_var_paths(root, child))
return paths