diff --git a/addons/netfox/icons/input-sender.svg b/addons/netfox/icons/input-sender.svg new file mode 100644 index 000000000..3f3f39358 --- /dev/null +++ b/addons/netfox/icons/input-sender.svg @@ -0,0 +1,54 @@ + + + + + + + + + + + + + + diff --git a/addons/netfox/icons/input-sender.svg.import b/addons/netfox/icons/input-sender.svg.import new file mode 100644 index 000000000..8976192c0 --- /dev/null +++ b/addons/netfox/icons/input-sender.svg.import @@ -0,0 +1,37 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://dd227x8br84rs" +path="res://.godot/imported/input-sender.svg-7b3cd669dc50ce8229dd58ca509f298a.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://addons/netfox/icons/input-sender.svg" +dest_files=["res://.godot/imported/input-sender.svg-7b3cd669dc50ce8229dd58ca509f298a.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 +svg/scale=1.0 +editor/scale_with_editor_scale=false +editor/convert_colors_with_editor_theme=false diff --git a/addons/netfox/icons/simulator.svg b/addons/netfox/icons/simulator.svg new file mode 100644 index 000000000..4cf290d18 --- /dev/null +++ b/addons/netfox/icons/simulator.svg @@ -0,0 +1,54 @@ + + + + + + + + + + + + + + + diff --git a/addons/netfox/icons/simulator.svg.import b/addons/netfox/icons/simulator.svg.import new file mode 100644 index 000000000..462d8e81c --- /dev/null +++ b/addons/netfox/icons/simulator.svg.import @@ -0,0 +1,37 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://dyh2wa862n5kx" +path="res://.godot/imported/simulator.svg-a031f70114a4770a3b287d54c5d39a10.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://addons/netfox/icons/simulator.svg" +dest_files=["res://.godot/imported/simulator.svg-a031f70114a4770a3b287d54c5d39a10.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 +svg/scale=1.0 +editor/scale_with_editor_scale=false +editor/convert_colors_with_editor_theme=false diff --git a/addons/netfox/input-sender.gd b/addons/netfox/input-sender.gd new file mode 100644 index 000000000..493ef8a03 --- /dev/null +++ b/addons/netfox/input-sender.gd @@ -0,0 +1,370 @@ +@tool +extends Node +class_name InputSender + +## Stores inputs and sends them to host. +## [br][br] +## +## [InputSender] is a multi purpose node to use on networked games. It sends +## inputs to the host, which either runs them through a [Simulator], or emits +## [signal input_applied] to run your own host side logic with them. +## [br][br] +## [b]Predicting and merging inputs[/b]: inputs are gathered once per tick, +## the same way as for rollback. Sometimes netfox needs an input that was never +## gathered, or has to fit two gathered inputs into one tick: +## [br]- [b]predict[/b]: an input is needed for a tick, but there is none. This +## happens when a client's input lead grows and a stamp is skipped, and when +## the host simulates a player whose input didn't arrive in time. +## [br]- [b]merge[/b]: two inputs get the same stamp. This happens when a +## client's input lead shrinks. +## [br]Both are rare, see [_SimulatorTimeTracker]. By default, predicting +## copies the last input, and merging keeps the newer input. If the defaults +## don't fit, implement these methods in the [member root] node's script: +## [codeblock] +## # Return the input for a tick that has none. last is the latest input +## # before it. May be called for multiple ticks in a row with the same last. +## func _predict_input(last: Dictionary) -> Dictionary: +## var predicted := last.duplicate() +## predicted["Input:jump"] = false +## return predicted +## +## # Return a single input made from two inputs that got the same tick. +## # older was gathered one tick before newer. +## func _merge_input(older: Dictionary, newer: Dictionary) -> Dictionary: +## var merged := newer.duplicate() +## merged["Input:jump"] = older["Input:jump"] or newer["Input:jump"] +## return merged +## [/codeblock] +## Inputs are dictionaries, with the paths in [member input_properties] as keys, +## and the input values as values. Properties missing from the returned +## dictionary keep the value from [code]last[/code] or [code]newer[/code]. +## [br][br] +## For example, inputs that are only true for a single tick, like a jump press, +## are copied by default when predicting, and the press happens twice. When +## merging, the default drops the older press. + +## Emitted on the host, after every tick, when the inputs of [param tick] are +## applied to the input properties. Use it to run host side logic with the +## inputs, e.g. for physics vehicles synchronized with a [StateSynchronizer]. +## Whatever you change here is recorded as the state of [code]tick + 1[/code], +## the same as with [Simulator] and rollback. +## [br][br] +## Emitted for every player, including the host's own. Clients stamp their +## inputs ahead, so they're usually here in time. If they're not, +## [param is_predicted] is true, and the inputs are predicted from the latest +## ones before [param tick], see "Predicting and merging inputs" above. Inputs +## arriving after their tick was applied are never applied, the host doesn't +## change the past. +## [br][br] +## Not emitted on clients. Only emitted if something is connected to it. +## [codeblock] +## func _on_input_sender_input_applied(tick: int, is_predicted: bool) -> void: +## engine_force = input.movement.y * engine_power +## # Don't fire on a guessed input +## if input.fire and not is_predicted: +## fire(tick) +## [/codeblock] +signal input_applied(tick: int, is_predicted: bool) + +## The root node for resolving node paths in inputs. Defaults to the parent node. +@export var root: Node = get_parent() + +@export_group("Input") +## Properties that define the input for the game simulation. +## [br][br] +## Input properties drive the simulation, which in turn results in updated state +## properties. Input is recorded after every network tick. +@export var input_properties: Array[String] + +# Make sure this exists from the get-go, just not in the scene tree +## Decides which peers will receive updates +var visibility_filter := PeerVisibilityFilter.new() + +var _input_properties := _PropertyPool.new() +var _properties_dirty: bool = false + +# Nodes with a schema registered through this InputSender, see set_schema() +var _schema_nodes := _Set.new() + +var _logger := NetfoxLogger._for_netfox("InputSender") + +# We need these to de-couple input-senders working logic from recording. +# InputSender applies state and emits signals, but this can change saved and synced +# input properties, to prevent that, input-sender will save its pre-logic-inputs +# and apply them whenever logic ends. +# +# TODO we are moving to server pattern, this might be not neccessary after that. +var _saved_inputs_snapshot : _PropertySnapshot +var _property_cache: PropertyCache +var _property_entries: Array[PropertyEntry] = [] + +# The input before anything was gathered or applied, keyed like _get_input(). +# Applied for ticks that have no input at all, e.g. right after a player +# spawned, on every peer the same way. See _SimulatorServer._apply_input_at(). +var _default_input: Dictionary = {} + +func _ready() -> void: + if Engine.is_editor_hint(): + return + + # DANGER we dont do deferred call here, because Simulator node depends on + # has_authority_over_input to determine its register logic. + # Therefore it is needed that input-sender is registered and ready to + # return the result of that helper function. + process_settings() + + # Reprocess authority on connect + if NetworkEvents.enabled: + # User might change `multiplayer` - `NetworkEvents` handles that + NetworkEvents.on_client_start.connect(func(__): process_settings()) + else: + multiplayer.connected_to_server.connect(process_settings) + +func _enter_tree() -> void: + if Engine.is_editor_hint(): + return + + if not visibility_filter: + visibility_filter = PeerVisibilityFilter.new() + + if not visibility_filter.get_parent(): + add_child(visibility_filter) + +func _exit_tree(): + if Engine.is_editor_hint(): + return + + for node in _input_properties.get_subjects(): + NetworkSynchronizationServer.deregister(node) + NetworkIdentityServer.deregister_node(node) + NetworkHistoryServer.deregister(node) + + InputSenderServer._deregister_input_sender(self) + +## Process settings. +## [br][br] +## Call this after any change to configuration. Updates based on authority too +## ( calls process_authority ). +func process_settings() -> void: + process_authority() + + _property_cache = PropertyCache.new(root) + _property_entries.clear() + + _saved_inputs_snapshot = _PropertySnapshot.new() + + for property in input_properties: + var property_entry = _property_cache.get_entry(property) + _property_entries.push_back(property_entry) + + # Remember the default input. Only properties seen for the first time, so + # reprocessing settings later never takes gathered values as defaults. + for property_entry in _property_entries: + var path := property_entry.to_string() + if not _default_input.has(path): + _default_input[path] = property_entry.get_value() + + # Register identifiers + for node in _input_properties.get_subjects(): + NetworkIdentityServer.register_node(node) + + # Register visibility filter + for node in _input_properties.get_subjects(): + NetworkSynchronizationServer.register_visibility_filter(node, visibility_filter) + +## Process settings based on authority. +## [br][br] +## Call this whenever the authority of input node changes. +## Make sure to do this at the same time on all peers. +func process_authority(): + InputSenderServer._deregister_input_sender(self) + + for node in _input_properties.get_subjects(): + for property in _input_properties.get_properties_of(node): + NetworkHistoryServer.deregister_input_sender(node, property) + NetworkSynchronizationServer.deregister_input_sender(node, property) + + # Process authority + _input_properties.set_from_paths(root, input_properties) + + # Register new recorded inputs + for node in _input_properties.get_subjects(): + for property in _input_properties.get_properties_of(node): + NetworkHistoryServer.register_input_sender(node, property) + NetworkSynchronizationServer.register_input_sender(node, property) + + InputSenderServer._register_input_sender(self) + +## Add an input property. +## [br][br] +## Settings will be automatically updated. The [param node] may be a string or +## [NodePath] pointing to a node, or an actual [Node] instance. If the given +## property is already tracked, this method does nothing. +func add_input(node: Variant, property: String) -> void: + var property_path := PropertyEntry.make_path(root, node, property) + if not property_path or input_properties.has(property_path): + return + + input_properties.push_back(property_path) + _properties_dirty = true + _reprocess_settings.call_deferred() + +## Set the schema for transmitting properties over the network. +## [br][br] +## The [param schema] must be a dictionary, with the keys being property path +## strings, and the values are the associated [NetworkSchemaSerializer] objects. +## Properties are interpreted relative to the [member root] node. The schema +## should contain input properties. Properties not specified in the schema will +## use a generic fallback serializer. By using the right serializer for the +## right property, bandwidth usage can be lowered. +## [br][br] +## The schema must be the same on every peer. +## [br][br] +## See [NetworkSchemas] for many common serializers. +## [br][br] +## Example: +## [codeblock] +## input_sender.set_schema({ +## "Input:movement": NetworkSchemas.vec3f32(), +## "Input:aim": NetworkSchemas.vec3f32(), +## "Input:is_firing": NetworkSchemas.bool8() +## }) +## [/codeblock] +func set_schema(schema: Dictionary) -> void: + # Remove previous schema + clear_schema() + + # Register new schema + merge_schema(schema) + +## Add serializers from [param schema]. +## [br][br] +## See [method set_schema] for specifying [param schema]. As opposed to [method +## set_schema], this method updates the schema, instead of overriding it. If +## a property had a serializer specified previously, this will replace it. +func merge_schema(schema: Dictionary) -> void: + for prop in schema: + var prop_entry := PropertyEntry.parse(root, prop) + var serializer := schema[prop] as NetworkSchemaSerializer + NetworkSynchronizationServer.register_schema(prop_entry.node, prop_entry.property, serializer) + _schema_nodes.add(prop_entry.node) + +## Clear any serializers specified earlier. +## [br][br] +## See [method set_schema]. +func clear_schema() -> void: + for node in _schema_nodes: + NetworkSynchronizationServer.deregister_schema_for(node) + _schema_nodes.clear() + +## Helper function to determine if [InputSender] has authority over its input_properties +## This function iterates over input_properties subjects and checks if they have authority. +## If none of them has authority or no input_node is configured this will return false, +## If any of them has authority this will return true instantly. +## Its developers responsibility to always make sure input_nodes have same configuration. +## TODO make sure to document this responsibility to developer. +func has_authority_over_input_nodes() -> bool: + for subject in _input_properties.get_subjects(): + + # ObjectPool does not guarentee every subject is node. + if not subject is Node: + continue + + # Found input node, check if it has authority + if subject.is_multiplayer_authority(): + return true + + # Did not find any node, or none of them has authority. + return false + +func _notification(what: int) -> void: + if what == NOTIFICATION_EDITOR_PRE_SAVE: + update_configuration_warnings() + elif what == NOTIFICATION_PREDELETE: + for node in _input_properties.get_subjects(): + NetworkSynchronizationServer.deregister(node) + NetworkIdentityServer.deregister_node(node) + NetworkHistoryServer.deregister(node) + +func _get_configuration_warnings() -> PackedStringArray: + if not root: + root = get_parent() + + # Check if root exists. + if not root: + return ["No valid root node found!"] + + var result := PackedStringArray() + + result.append_array(_NetfoxEditorUtils.gather_properties(root, "_get_input_sender_input_properties", + func(node, prop): + add_input(node, prop) + )) + + if _input_properties.is_empty() and input_properties.is_empty(): + return ["Input properties are not configured!"] + + return result + +func _reprocess_settings() -> void: + if not _properties_dirty or Engine.is_editor_hint(): + return + + _properties_dirty = false + process_settings() + +# Returns the current input, see "Predicting and merging inputs" in the class +# description. +func _get_input() -> Dictionary: + return _PropertySnapshot.extract(_property_entries).as_dictionary() + +# Applies the given input. Properties missing from it are left unchanged. +func _set_input(input: Dictionary) -> void: + for property_entry in _property_entries: + var path := property_entry.to_string() + if input.has(path): + property_entry.set_value(input[path]) + +# Returns the predicted input for a tick that has none, using the root node's +# _predict_input() if it has one, see the class description. +func _get_predicted_input(last: Dictionary) -> Dictionary: + if not root or not root.has_method("_predict_input"): + return last.duplicate() + + var predicted: Variant = root.call("_predict_input", last.duplicate()) + if not predicted is Dictionary: + _logger.error("_predict_input() of %s must return a Dictionary, copying the last input instead", [root.name]) + return last.duplicate() + + # Properties missing from the result keep the last value + var result := last.duplicate() + result.merge(predicted as Dictionary, true) + return result + +# Returns a single input made from two inputs, using the root node's +# _merge_input() if it has one, see the class description. +func _get_merged_input(older: Dictionary, newer: Dictionary) -> Dictionary: + if not root or not root.has_method("_merge_input"): + return newer.duplicate() + + var merged: Variant = root.call("_merge_input", older.duplicate(), newer.duplicate()) + if not merged is Dictionary: + _logger.error("_merge_input() of %s must return a Dictionary, keeping the newer input instead", [root.name]) + return newer.duplicate() + + # Properties missing from the result keep the newer value + var result := newer.duplicate() + result.merge(merged as Dictionary, true) + return result + +# Helper function to save current input_properties. +# Used internally by InputSenderServer/SimulatorServer to record state before +# overwriting properties and emitting signals. +func _save_properties() -> void: + _saved_inputs_snapshot = _PropertySnapshot.extract(_property_entries) + +# Helper function to restore input_properties. +# Used internally by InputSenderServer/SimulatorServer to restore state after +# overwriting properties. +func _restore_properties() -> void: + _saved_inputs_snapshot.apply(_property_cache) diff --git a/addons/netfox/netfox.gd b/addons/netfox/netfox.gd index e7592fba2..970d64c0d 100644 --- a/addons/netfox/netfox.gd +++ b/addons/netfox/netfox.gd @@ -169,7 +169,94 @@ var SETTINGS: Array[Dictionary] = [ "name": "netfox/events/enabled", "value": true, "type": TYPE_BOOL - } + }, + # Input Sender + { + # Each input packet also carries this many previous inputs, in case + # some packets are lost + "name": "netfox/input_sender/input_redundancy", + "value": 3, + "type" : TYPE_INT + }, + { + # Ticks of past inputs kept. The buffers also get room for inputs + # stamped ahead, see netfox/simulator/max_input_lead + "name": "netfox/input_sender/history_limit", + "value": 64, + "type" : TYPE_INT + }, + { + # Send inputs to every peer, not only the host + "name": "netfox/input_sender/enable_input_broadcast", + "value": false, + "type" : TYPE_BOOL + }, + # Simulator + { + # Ticks between full states, diff states are sent in between. + # 0 sends a full state every tick + "name": "netfox/simulator/full_state_interval", + "value": 24, + "type": TYPE_INT, + "hint": PROPERTY_HINT_RANGE, + "hint_string": "0,60,or_greater" + }, + { + # Send only what changed since the previous tick between full states + "name": "netfox/simulator/enable_diff_states", + "value": true, + "type": TYPE_BOOL + }, + { + # Ticks of past simulator state kept, also how far back projectiles + # can be caught up. The buffers also get room for states predicted + # ahead, see netfox/simulator/max_input_lead + "name": "netfox/simulator/history_limit", + "value": 64, + "type" : TYPE_INT + }, + { + # Most ticks the host rewinds when catching up a client's projectile + "name": "netfox/simulator/max_view_delay_ticks", + "value": 30, + "type" : TYPE_INT + }, + { + # Clients stamp their inputs ahead by rtt / 2 + jitter + this margin, + # in seconds, so inputs arrive at the host before they're needed + "name": "netfox/simulator/input_lead_margin", + "value": 0.1, + "type": TYPE_FLOAT, + "hint": PROPERTY_HINT_RANGE, + "hint_string": "0,1,or_greater" + }, + { + # Clients never stamp their inputs further ahead than this, in seconds. + # The host drops inputs stamped further ahead. InputSender and + # Simulator history buffers get this much room for the future, on top + # of their history_limit + "name": "netfox/simulator/max_input_lead", + "value": 1.0, + "type": TYPE_FLOAT, + "hint": PROPERTY_HINT_RANGE, + "hint_string": "0,2,or_greater" + }, + { + # Seconds between periodic view delay samples sent by clients + "name": "netfox/simulator/view_delay_send_interval", + "value": 0.25, + "type": TYPE_FLOAT, + "hint": PROPERTY_HINT_RANGE, + "hint_string": "0,2,or_greater" + }, + { + # View delay changes of at least this many seconds are sent immediately + "name": "netfox/simulator/view_delay_change_threshold", + "value": 0.06, + "type": TYPE_FLOAT, + "hint": PROPERTY_HINT_RANGE, + "hint_string": "0,1,or_greater" + }, ] const AUTOLOADS: Array[Dictionary] = [ @@ -220,7 +307,15 @@ const AUTOLOADS: Array[Dictionary] = [ { "name": "InterpolationServer", "path": ROOT + "/servers/interpolation-server.gd" - } + }, + { + "name": "InputSenderServer", + "path": ROOT + "/servers/input-sender-server.gd" + }, + { + "name": "SimulatorServer", + "path": ROOT + "/servers/simulator-server.gd" + }, ] const TYPES: Array[Dictionary] = [ @@ -254,6 +349,18 @@ const TYPES: Array[Dictionary] = [ "script": ROOT + "/rollback/predictive-synchronizer.gd", "icon": ROOT + "/icons/predictive-synchronizer.svg" }, + { + "name": "InputSender", + "base": "Node", + "script": ROOT + "/input-sender.gd", + "icon": ROOT + "/icons/input-sender.svg" + }, + { + "name": "Simulator", + "base": "Node", + "script": ROOT + "/simulator.gd", + "icon": ROOT + "/icons/simulator.svg" + }, ] func _enter_tree(): diff --git a/addons/netfox/network-time.gd b/addons/netfox/network-time.gd index e53c1bb2b..682ae740f 100644 --- a/addons/netfox/network-time.gd +++ b/addons/netfox/network-time.gd @@ -577,6 +577,9 @@ func _loop() -> void: # Record data for rollback NetworkRollback._after_tick(tick) + # Simulate, record, synchronize. + SimulatorServer._after_tick(tick) + # Record data for StateSynchronizer NetworkHistoryServer._record_sync_state(tick + 1) NetworkSynchronizationServer._synchronize_sync_state(tick + 1) @@ -613,6 +616,13 @@ func _after_tick_loop() -> void: # Run rollback loop NetworkRollback._rollback() + # Restore state for Simulator before emitting after_tick_loop so that + # listeners can run logic after state is set. + # Local authoritative simulators are predicted up to tick + input lead, so + # restore up to there. Other subjects only have states received from the + # host, which are never newer than tick, so this changes nothing for them. + NetworkHistoryServer._restore_simulator(tick + SimulatorServer._get_input_lead()) + # Emit signal after_tick_loop.emit() diff --git a/addons/netfox/servers/data/per-object-history.gd b/addons/netfox/servers/data/per-object-history.gd index 891e1fc0f..d90700189 100644 --- a/addons/netfox/servers/data/per-object-history.gd +++ b/addons/netfox/servers/data/per-object-history.gd @@ -46,6 +46,30 @@ func ensure_snapshot(tick: int, subject: Object, carry_forward: bool) -> _Object # NOTE: May return null if tick too old return history.get_at(tick) as _ObjectSnapshot +# Resets the subject's snapshot at the given tick to its latest auth state +# The snapshot is replaced with a copy of the latest auth snapshot before the +# tick, discarding any non-auth (e.g. predicted) data recorded for the tick. If +# there's no earlier auth snapshot, it's replaced with an empty one. +# Does nothing if the snapshot at the tick is already auth. +func reset_to_auth(tick: int, subject: Object) -> void: + if not _data.has(subject): + _data[subject] = _HistoryBuffer.new(_history_size) + var history := _data[subject] as _HistoryBuffer + + var existing := history.get_at(tick) as _ObjectSnapshot + if existing and existing.is_auth(): + return + + # Walk backwards from the previous tick to find the latest auth snapshot + var latest_index := mini(tick - 1, history.get_latest_index()) + for index in range(latest_index, history.get_earliest_index() - 1, -1): + var snapshot := history.get_at(index) as _ObjectSnapshot + if snapshot and snapshot.is_auth(): + history.set_at(tick, snapshot.duplicate()) + return + + history.set_at(tick, _ObjectSnapshot.new(subject)) + func get_latest_snapshot(tick: int, subject: Object) -> _ObjectSnapshot: if not _data.has(subject): return null diff --git a/addons/netfox/servers/input-sender-server.gd b/addons/netfox/servers/input-sender-server.gd new file mode 100644 index 000000000..696d0b114 --- /dev/null +++ b/addons/netfox/servers/input-sender-server.gd @@ -0,0 +1,271 @@ +extends Node +class_name _InputSenderServer + +# @public class + +## Handles [InputSender] related operations. +## +## InputSenderServer does two jobs, after every tick: +## [br]1. [b]Send our own inputs[/b], on every peer: the input properties of +## InputSenders we have authority over are recorded under a stamp and sent to +## the host. On the host, the stamp is the tick itself. On clients, it's +## tick + input lead, see [method _record_and_send_inputs]. +## [br]2. [b]Apply inputs[/b], on the host only: for every InputSender, the +## inputs of the current tick are applied, and +## [signal InputSender.input_applied] is emitted. If the inputs of the tick +## didn't arrive, they're predicted, see [InputSender]. +## [br][br] +## Example, on the host at tick 100, with a client stamping 5 ticks ahead: +## [codeblock] +## after_tick 100 | host's own inputs recorded and stamped 100 +## | inputs of 100 applied for every InputSender, the +## | client's were stamped 100 when it was at tick 95 +## | input_applied(100, false) emitted +## after that | StateSynchronizers record the result as tick 101 +## [/codeblock] +## Inputs that arrive after the host applied their tick are never applied, the +## host already predicted them, and doesn't change the past. + +static var _logger := NetfoxLogger._for_netfox("InputSenderServer") + +var _history_server : NetworkHistoryServer = null +var _synchronization_server : NetworkSynchronizationServer = null + +# A lead change skips at most this many stamps. A bigger jump means time +# jumped forward, e.g. after a pause, and the skipped stamps aren't filled. +const MAX_FILLED_STAMPS := 4 + +# Latest tick our own inputs were recorded under, -1 if nothing recorded yet. +# Inputs are stamped with tick + input lead, see _SimulatorTimeTracker. +var _last_recorded_tick : int = -1 + +# Inputs held back for a tick because the input lead shrank, see +# _record_and_send_inputs. Maps InputSender -> input Dictionary. +var _held_inputs : Dictionary = {} + +# Every registered InputSender. +var _input_senders : Array[InputSender] = [] + +func _init(p_history_server: _NetworkHistoryServer = null, p_synchronization_server: _NetworkSynchronizationServer = null): + _history_server = p_history_server + _synchronization_server = p_synchronization_server + +func _ready(): + # Ensure dependencies + if not _history_server: _history_server = NetworkHistoryServer + if not _synchronization_server: _synchronization_server = NetworkSynchronizationServer + + # Inputs are recorded after every tick, the same way as for rollback, so + # users can gather inputs the same way: set the input properties before + # the tick, e.g. on NetworkTime.before_tick_loop or before_tick. + # + # Inputs are applied right after recording them, still on after_tick. + # This way the host's own inputs of this tick are already recorded, and + # whatever input_applied handlers change is recorded by StateSynchronizers + # as the state of tick + 1, which happens after after_tick. + NetworkTime.after_tick.connect(_after_tick) + + # Ticks start over when NetworkTime starts, so do the stamps. + NetworkTime.after_sync.connect(_reset_stamps) + +func _after_tick(_delta: float, tick: int) -> void: + _record_and_send_inputs(tick) + + if multiplayer.is_server(): + _apply_inputs(tick) + +# Host side. Applies the inputs of the given tick for every InputSender, and +# emits input_applied. Inputs are read from each player's own history, so +# nothing another player sends can affect it. Missing inputs are predicted +# from the latest ones before the tick, see InputSender. +# +# InputSenders with nothing connected to input_applied are skipped, there's +# nothing to apply the inputs for. This is checked every tick, so connecting +# at any time works from the next tick on. +func _apply_inputs(tick: int) -> void: + for input_sender in _input_senders: + if input_sender.input_applied.get_connections().is_empty(): + continue + + var input_subjects := input_sender._input_properties.get_subjects() + var latest_input_tick := _history_server.get_latest_input_sender_for(input_subjects, tick) + var is_predicted := latest_input_tick != tick + + # Save the input properties, so the inputs gathered on this peer are + # untouched by what we apply here. + input_sender._save_properties() + + # Apply the inputs of this tick, or the latest ones before it. If the + # player has no inputs at all yet, e.g. it just spawned, apply its + # default input, the same as SimulatorServer does. + if latest_input_tick < 0: + input_sender._set_input(input_sender._default_input) + else: + _history_server._restore_input_sender_subjects(input_subjects, tick) + if is_predicted: + input_sender._set_input(input_sender._get_predicted_input(input_sender._get_input())) + + input_sender.input_applied.emit(tick, is_predicted) + + input_sender._restore_properties() + +# Records our own inputs and sends them to the host. Called after every tick. +# +# Host: the lead is always 0, so the input gathered on tick T is stamped T. +# Ticks go up by one, so every tick gets a new stamp, and none of the lead +# handling below happens. The only exception is a pause, where time jumps. +# +# Client: the input gathered on tick T is stamped T + lead, so it reaches the +# host before the host simulates that tick, see _SimulatorTimeTracker. While +# the lead stays the same, stamps go up by one every tick, just like ticks: +# +# tick | lead | stamp | sent +# 100 | 5 | 105 | input of 100 +# 101 | 5 | 106 | input of 101 +# +# Lead grows (5 -> 6): tick 102 is stamped 108, so stamp 107 gets no input. +# The host needs an input for every tick it simulates, so 107 gets an input +# predicted from 106, then 108 gets the input of tick 102: +# +# tick | lead | stamp | sent +# 102 | 6 | 108 | predicted input under 107, input of 102 under 108 +# +# Lead shrinks (6 -> 5): tick 201 was stamped 207, and tick 202 would be +# stamped 207 too. What to do with the input of tick 202? +# - Send it under 207: no, 207 was already sent, and the host never lets a +# client change an input it already has (cheating). +# - Send it under 208: no, tick 203 is stamped 208, so the clash just moves +# to the next tick, and the next, forever. +# - Drop it: no, it may contain e.g. a fire press, which would be lost. +# A smaller lead means one stamp less, so two gathered inputs have to share +# one stamp. So we hold the input of tick 202 back, send nothing on this tick, +# and on the next tick send it merged with the input of tick 203 under 208: +# +# tick | lead | stamp | sent +# 201 | 6 | 207 | input of 201 +# 202 | 5 | 207 | nothing, input of 202 held back +# 203 | 5 | 208 | input of 202 merged with input of 203 +# +# The lead changes by at most 1 tick per second, so this is rare. Predicting +# and merging is done by InputSender, so users can customize it. +func _record_and_send_inputs(tick: int) -> void: + var stamped_tick := tick + SimulatorServer._get_input_lead() + + if _last_recorded_tick < 0: + # First input, nothing to continue from + _record_inputs(stamped_tick) + return + + var next_tick := _last_recorded_tick + 1 + var skipped := stamped_tick - next_tick + + if skipped == 0: + # Lead didn't change + _record_inputs(stamped_tick) + elif skipped == -1: + # Lead shrank, this stamp is taken already. Hold this input back, and + # merge it into the next one. + _hold_inputs() + elif skipped < -1: + # Ticks went backwards, which only happens when NetworkTime restarts, + # and we reset on that. Don't hold inputs forever, start over. + _logger.warning( + "Input stamp went back from @%d to @%d, starting over", + [_last_recorded_tick, stamped_tick]) + _held_inputs.clear() + _record_inputs(stamped_tick) + elif skipped > MAX_FILLED_STAMPS: + # Time jumped forward, e.g. after a pause, there's nothing to fill. + _logger.debug( + "Input stamp jumped from @%d to @%d, not filling", + [_last_recorded_tick, stamped_tick]) + _record_inputs(stamped_tick) + else: + # Lead grew, fill the skipped stamps with predicted inputs + _record_predicted_inputs(next_tick, stamped_tick) + _record_inputs(stamped_tick) + +# Records and sends the gathered inputs under the given stamp. If any inputs +# were held back, they're merged into the gathered ones first. +func _record_inputs(stamped_tick: int) -> void: + if _held_inputs.is_empty(): + _record_and_send(stamped_tick) + else: + # InputSender -> input Dictionary + var merged_inputs : Dictionary = {} + for input_sender in _held_inputs: + if is_instance_valid(input_sender): + merged_inputs[input_sender] = input_sender._get_merged_input( + _held_inputs[input_sender], input_sender._get_input()) + _held_inputs.clear() + + _record_and_send_with(stamped_tick, merged_inputs) + +# Records and sends predicted inputs under the stamps from from_tick to +# to_tick (exclusive). All of them are predicted from the inputs recorded under +# the stamp before from_tick, same as the host does for missing inputs. +func _record_predicted_inputs(from_tick: int, to_tick: int) -> void: + # InputSender -> input Dictionary + var predicted_inputs : Dictionary = {} + + for input_sender in _get_local_input_senders(): + # Apply the inputs recorded under the previous stamp to read them + input_sender._save_properties() + _history_server._restore_input_sender_subjects( + input_sender._input_properties.get_subjects(), from_tick - 1) + var last := input_sender._get_input() + input_sender._restore_properties() + + predicted_inputs[input_sender] = input_sender._get_predicted_input(last) + + for stamped_tick in range(from_tick, to_tick): + _record_and_send_with(stamped_tick, predicted_inputs) + +# Holds back the gathered inputs, to be merged into the next ones. +func _hold_inputs() -> void: + for input_sender in _get_local_input_senders(): + if _held_inputs.has(input_sender): + # Already holding one, shouldn't happen since the lead changes + # rarely. Merge, so nothing is lost. + _held_inputs[input_sender] = input_sender._get_merged_input( + _held_inputs[input_sender], input_sender._get_input()) + else: + _held_inputs[input_sender] = input_sender._get_input() + +# Applies the given inputs, records and sends them under the given stamp, then +# puts back the gathered inputs, so input scripts find them as they left them. +# inputs maps InputSender -> input Dictionary. +func _record_and_send_with(stamped_tick: int, inputs: Dictionary) -> void: + for input_sender: InputSender in inputs: + input_sender._save_properties() + input_sender._set_input(inputs[input_sender] as Dictionary) + + _record_and_send(stamped_tick) + + for input_sender: InputSender in inputs: + input_sender._restore_properties() + +func _record_and_send(stamped_tick: int) -> void: + _history_server._record_input_sender(stamped_tick) + _synchronization_server._synchronize_input_sender(stamped_tick) + _last_recorded_tick = stamped_tick + +# InputSenders whose inputs we gather and send. +func _get_local_input_senders() -> Array[InputSender]: + var result : Array[InputSender] = [] + for input_sender in _input_senders: + if input_sender.has_authority_over_input_nodes(): + result.push_back(input_sender) + return result + +func _reset_stamps() -> void: + _last_recorded_tick = -1 + _held_inputs.clear() + +func _register_input_sender(input_sender : InputSender) -> void: + if not _input_senders.has(input_sender): + _input_senders.push_back(input_sender) + +func _deregister_input_sender(input_sender : InputSender) -> void: + _input_senders.erase(input_sender) + _held_inputs.erase(input_sender) diff --git a/addons/netfox/servers/network-history-server.gd b/addons/netfox/servers/network-history-server.gd index 318fdddd1..9fc2d362b 100644 --- a/addons/netfox/servers/network-history-server.gd +++ b/addons/netfox/servers/network-history-server.gd @@ -5,19 +5,31 @@ class_name _NetworkHistoryServer ## Tracks the history of objects' properties ## -## Specifically, history is stored for rollback state properties, rollback input -## properties, and synchronized state properties. +## History is stored for [br] +## 1- rollback state and inputs, +## 2- syncronized states, +## 3- input_sender inputs, +## 4- simulator states. ## [br][br] -## Keeping history lets rollback restore earlier game states for resimulation, -## and enables [_NetworkSynchronizationServer] to send diff states by comparing -## against historical data. +## Keeping history is needed for rewind operations and it also enables comparing, +## sending diff states. var _rb_input_properties := _PropertyPool.new() var _rb_state_properties := _PropertyPool.new() var _sync_state_properties := _PropertyPool.new() +var _input_sender_properties := _PropertyPool.new() +var _simulator_properties := _PropertyPool.new() var _rb_history_size := NetworkRollback.history_limit var _sync_history_size := ProjectSettings.get_setting("netfox/state_synchronizer/history_limit", 64) as int +# InputSender and Simulator histories also hold ticks in the future: clients +# stamp inputs ahead and predict their own state ahead. So their buffers are +# history_limit ticks of the past, plus room for the future, see +# _SimulatorTimeTracker.get_future_history_ticks(). +var _input_sender_history_size := ProjectSettings.get_setting("netfox/input_sender/history_limit", 64) as int \ + + _SimulatorTimeTracker.get_future_history_ticks() +var _simulator_history_size := ProjectSettings.get_setting("netfox/simulator/history_limit", 64) as int \ + + _SimulatorTimeTracker.get_future_history_ticks() var _ignored_subjects := _Set.new() @@ -25,11 +37,15 @@ var _ignored_subjects := _Set.new() var _rb_input_history := _PerObjectHistory.new(_rb_history_size) var _rb_state_history := _PerObjectHistory.new(_rb_history_size) var _sync_history := _PerObjectHistory.new(_sync_history_size) +var _input_sender_history := _PerObjectHistory.new(_input_sender_history_size) +var _simulator_history := _PerObjectHistory.new(_simulator_history_size) # Cached snapshots for syncing var _rb_input_snapshots := _HistoryBuffer.new(_rb_history_size) var _rb_state_snapshots := _HistoryBuffer.new(_rb_history_size) var _sync_state_snapshots := _HistoryBuffer.new(_sync_history_size) +var _input_sender_snapshots := _HistoryBuffer.new(_input_sender_history_size) +var _simulator_snapshots := _HistoryBuffer.new(_simulator_history_size) static var _logger := NetfoxLogger._for_netfox("NetworkHistoryServer") @@ -57,6 +73,22 @@ func register_sync_state(node: Node, property: NodePath) -> void: func deregister_sync_state(node: Node, property: NodePath) -> void: _sync_state_properties.erase(node, property) +## Register a input_sender input property +func register_input_sender(node: Node, property: NodePath) -> void: + _input_sender_properties.add(node, property) + +## Deregister a input_sender input propert +func deregister_input_sender(node: Node, property: NodePath) -> void: + _input_sender_properties.erase(node, property) + +## Register a simulator property +func register_simulator(node: Node, property: NodePath) -> void: + _simulator_properties.add(node, property) + +## Deregister a simulator property +func deregister_simulator(node: Node, property: NodePath) -> void: + _simulator_properties.erase(node, property) + ## Deregister a node, no longer tracking any property it had registered using ## any of the [code]register_*()[/code] methods func deregister(node: Node) -> void: @@ -64,14 +96,20 @@ func deregister(node: Node) -> void: _rb_state_properties.erase_subject(node) _rb_input_properties.erase_subject(node) _sync_state_properties.erase_subject(node) + _input_sender_properties.erase_subject(node) + _simulator_properties.erase_subject(node) # Erase from per-object history _rb_state_history.erase_subject(node) _rb_input_history.erase_subject(node) _sync_history.erase_subject(node) + _input_sender_history.erase_subject(node) + _simulator_history.erase_subject(node) # Erase from per-tick history - for history in [_rb_state_snapshots, _rb_input_snapshots, _sync_state_snapshots]: + for history in [_rb_state_snapshots, _rb_input_snapshots,\ + _sync_state_snapshots, _input_sender_snapshots, _simulator_snapshots]: + for value in history.values(): var snapshot := value as _Snapshot snapshot.erase_subject(node) @@ -126,6 +164,44 @@ func get_state_age_for(subjects: Array, tick: int) -> int: func get_latest_input_for(subjects: Array, tick: int) -> int: return _get_latest_for(subjects, tick, _rb_input_history) +## Get the latest tick where any of the [param subjects] had input_sender data +## available +func get_latest_input_sender_for(subjects: Array, tick: int) -> int: + return _get_latest_for(subjects, tick, _input_sender_history) + +## Get the latest tick where any of the [param subjects] had simulator data +## available +func get_latest_simulator_for(subjects: Array, tick: int) -> int: + return _get_latest_for(subjects, tick, _simulator_history) + +## Get the latest tick at or before [param tick] where every one of the +## [param subjects] has auth (received) simulator state. Returns -1 if there's +## none. +## [br][br] +## Auth is checked on the per-object history, not on the per-tick snapshot. A +## diff state only carries the subjects whose properties changed, so a subject +## that didn't change is missing from that tick's snapshot even though the host +## sent it. Its auth state is carried forward in the per-object history instead, +## see [method _merge_simulator]. +func get_latest_simulator_for_snapshot(subjects: Array, tick: int) -> int: + # Walk backwards from the newest tick, so the first match is the latest one + var latest_index := mini(tick, _simulator_snapshots.get_latest_index()) + + for index in range(latest_index, _simulator_snapshots.get_earliest_index() - 1, -1): + if not _simulator_snapshots.has_at(index): + continue + + var has_all_auth := true + for subject in subjects: + if not _simulator_history.is_auth(index, subject): + has_all_auth = false + break + + if has_all_auth: + return index + + return -1 + ## Return how old is the latest rollback input data for any of the ## [param subjects], in ticks func get_input_age_for(subjects: Array, tick: int) -> int: @@ -176,6 +252,48 @@ func _record_sync_state(tick: int) -> void: return subject.is_multiplayer_authority() ) +func _record_input_sender(tick: int) -> void: + _record(tick, _input_sender_history, _input_sender_snapshots, _input_sender_properties,\ + true, func(subject: Node): + return subject.is_multiplayer_authority() + ) + +func _record_simulator(tick: int) -> void: + _record(tick, _simulator_history, _simulator_snapshots, _simulator_properties, true, func(subject: Node): + return subject.is_multiplayer_authority() + ) + +# Records the current state of the given simulator subjects for the given tick, +# even if we don't have authority over them. +# +# Used by SimulatorServer to record simulators one by one, e.g. predicted state +# of local authoritative simulators (we own the input, but not the state). +# Properties are the ones registered with [method register_simulator]. +# +# Existing auth data is never overwritten. Only the per-object history is +# written, no per-tick snapshot. +func _record_simulator_subjects(subjects: Array, tick: int) -> void: + for subject in subjects: + assert(subject is Node, "Only nodes supported for now!") + + # Never overwrite auth data, e.g. truth received from the host + if _simulator_history.is_auth(tick, subject): + continue + + var properties := _simulator_properties.get_properties_of(subject) + assert(not properties.is_empty(), "Simulator subject recorded without registered properties! Please report a bug!") + + var object_snapshot := _simulator_history.ensure_snapshot(tick, subject, true) + if object_snapshot == null: + _logger.warning("Dropping recorded tick @%d for subject %s as out-of-bounds", [tick, subject]) + continue + + for property in properties: + object_snapshot.record_property(property) + object_snapshot.set_auth((subject as Node).is_multiplayer_authority()) + + _logger.trace("Recorded simulator state @%d: %s", [tick, object_snapshot]) + func _restore_rollback_input(tick: int) -> bool: return _restore_latest(tick, _rb_input_history) @@ -185,6 +303,40 @@ func _restore_rollback_state(tick: int) -> bool: func _restore_synchronizer_state(tick: int) -> bool: return _restore_latest(tick, _sync_history) +# Applies the latest input_sender inputs at or before the given tick, but only +# to the given subjects, so a single InputSender can be restored without +# touching the others. Nothing is written to the history. +func _restore_input_sender_subjects(subjects: Array, tick: int) -> void: + for subject in subjects: + var object_snapshot := _input_sender_history.get_latest_snapshot(tick, subject) + if object_snapshot: + object_snapshot.apply() + +# Applies the auth simulator state at the given tick to each of the subjects. +# Values come from the per-object history, so diffs received for the tick are +# already merged on top of the previous auth state. +# +# NOTE: On a fresh connection, if a diff arrives before the first full state, +# the auth state only holds the properties in that diff. Only those are +# applied, the rest are filled in by the next full state. +func _restore_simulator_subjects(subjects: Array, tick: int) -> void: + for subject in subjects: + # Shouldn't happen, the tick is picked from received snapshots. It only + # can if the state was stored in _simulator_snapshots, but was too old + # for _merge_history. Never apply non-auth (e.g. predicted) data as truth. + if not _simulator_history.is_auth(tick, subject): + _logger.warning("No auth simulator state for %s @%d, skipping restore", [subject, tick]) + continue + + var object_snapshot := _simulator_history.get_latest_snapshot(tick, subject) + object_snapshot.apply() + +# Restores non authoritative simulators to known last state. +func _restore_simulator(tick: int) -> bool: + return _restore_latest(tick, _simulator_history, func(subject: Node) -> bool: + return not subject.is_multiplayer_authority() +) + func _get_rollback_input_snapshot(tick: int) -> _Snapshot: return _rb_input_snapshots.get_at(tick) @@ -194,6 +346,12 @@ func _get_rollback_state_snapshot(tick: int) -> _Snapshot: func _get_synchronizer_state_snapshot(tick: int) -> _Snapshot: return _sync_state_snapshots.get_at(tick) +func _get_input_sender_snapshot(tick: int) -> _Snapshot: + return _input_sender_snapshots.get_at(tick) + +func _get_simulator_snapshot(tick: int) -> _Snapshot: + return _simulator_snapshots.get_at(tick) + func _merge_rollback_input(snapshot: _Snapshot) -> bool: _merge_snapshot(snapshot, _rb_input_snapshots, true) return _merge_history(snapshot, _rb_input_history, true) @@ -206,6 +364,32 @@ func _merge_synchronizer_state(snapshot: _Snapshot) -> bool: _merge_snapshot(snapshot, _sync_state_snapshots, true) return _merge_history(snapshot, _sync_history) +func _merge_input_sender(snapshot: _Snapshot) -> bool: + _merge_snapshot(snapshot, _input_sender_snapshots, true) + return _merge_history(snapshot, _input_sender_history, true) + +# Merges a simulator state received from the host, either full or diff. +# +# Works the same way as merging rollback state: the per-tick snapshot keeps what +# was received, and the per-object history is merged with carry-forward. A diff +# only contains properties that changed since the previous tick, carry-forward +# fills in the rest from the previous tick. +# +# Auth data in the history must only ever hold values received from the host. +# Local authoritative simulators record their own predictions into the same +# history (see _record_simulator_subjects), so before merging, each subject's +# entry at this tick is reset to its latest auth state. This way carry-forward +# never copies predicted values into auth data. +func _merge_simulator(snapshot: _Snapshot) -> bool: + # Auth subjects include the ones a diff sent without any changed property. + # Resetting them carries their latest auth state forward to this tick, so + # the tick counts as truth for them too, see get_latest_simulator_for_snapshot. + for subject in snapshot.get_auth_subjects(): + _simulator_history.reset_to_auth(snapshot.tick, subject) + + _merge_snapshot(snapshot, _simulator_snapshots) + return _merge_history(snapshot, _simulator_history) + func _record(tick: int, history: _PerObjectHistory, snapshots: _HistoryBuffer, property_pool: _PropertyPool, only_auth: bool, auth_filter: Callable) -> void: var snapshot := snapshots.get_at(tick, _Snapshot.new(tick)) as _Snapshot if not snapshots.has_at(tick): @@ -252,10 +436,19 @@ func _record(tick: int, history: _PerObjectHistory, snapshots: _HistoryBuffer, p _rb_state_history: _logger.trace("Recorded state @%d: %s", [tick, snapshot]) -func _restore_latest(tick: int, history: _PerObjectHistory) -> bool: +# Restore latest for given history. Optional filter can be used to filter subjects. +# Return false from filter function to not restore. +# Return true from filter function to restore. +# func(subject: Node) -> bool: +# return not subject.is_multiplayer_authority() +func _restore_latest(tick: int, history: _PerObjectHistory, filter: Callable = Callable()) -> bool: var any_applied := false for subject in history.subjects_raw(): + # Optional filter. example: to only restore subjects we dont have authority over. + if filter.is_valid() and not filter.call(subject): + continue + # Grab latest snapshot up to tick var snapshot := history.get_latest_snapshot(tick, subject) @@ -265,6 +458,7 @@ func _restore_latest(tick: int, history: _PerObjectHistory) -> bool: any_applied = true match history: + _simulator_history: _logger.trace("Restored simulation state @%d: %s", [tick, snapshot]) _rb_input_history: _logger.trace("Restored input @%d: %s", [tick, snapshot]) _rb_state_history: _logger.trace("Restored state @%d: %s", [tick, snapshot]) diff --git a/addons/netfox/servers/network-synchronization-server.gd b/addons/netfox/servers/network-synchronization-server.gd index d78e1b79f..0d7a3e000 100644 --- a/addons/netfox/servers/network-synchronization-server.gd +++ b/addons/netfox/servers/network-synchronization-server.gd @@ -5,10 +5,10 @@ class_name _NetworkSynchronizationServer ## Synchronizes properties over the network ## -## Handles synchronization of rollback and state properties ( -## [RollbackSynchronizer] and [StateSynchronizer] ), while respecting visibility +## Handles synchronization of states and inputs while respecting visibility ## filters and schemas for serialization. ## [br][br] +## [RollbackSynchronizer], [StateSynchronizer], [InputSender], [Simulator] uses this class internally. ## Packets are sent per tick, instead of per object. So for every simulated ## rollback tick, a packet is sent with states, and for every recorded input, ## a packet is sent with the inputs. @@ -29,6 +29,10 @@ var _rb_owned_input_properties := _PropertyPool.new() var _rb_owned_state_properties := _PropertyPool.new() var _sync_state_properties := _PropertyPool.new() var _sync_owned_state_properties := _PropertyPool.new() +var _input_sender_properties := _PropertyPool.new() +var _input_sender_owned_properties := _PropertyPool.new() +var _simulator_properties := _PropertyPool.new() +var _simulator_owned_properties := _PropertyPool.new() var _visibility_filters := {} # Node to PeerVisibilityFilter @@ -36,8 +40,7 @@ var _rb_enable_input_broadcast := ProjectSettings.get_setting("netfox/rollback/e var _rb_enable_diffs := NetworkRollback.enable_diff_states var _rb_full_interval := ProjectSettings.get_setting("netfox/rollback/full_state_interval", 24) as int var _rb_full_scheduler := _IntervalScheduler.new(_rb_full_interval) - -var _input_redundancy := NetworkRollback.input_redundancy +var _rb_input_redundancy := NetworkRollback.input_redundancy var _rb_sent_state_history := {} # peer to _HistoryBuffer of _Snapshot @@ -50,6 +53,13 @@ var _sync_full_scheduler := _IntervalScheduler.new(_sync_full_interval) # https://stackoverflow.com/a/35697810 var _max_packet_size := ProjectSettings.get_setting("netfox/general/max_sync_packet_size", 508) as int +var _input_sender_enable_broadcast := ProjectSettings.get_setting("netfox/input_sender/enable_input_broadcast", false) as bool +var _input_sender_redundancy := ProjectSettings.get_setting("netfox/input_sender/input_redundancy", 3) as int + +var _simulator_enable_diffs := ProjectSettings.get_setting("netfox/simulator/enable_diff_states", true) as bool +var _simulator_full_interval := ProjectSettings.get_setting("netfox/simulator/full_state_interval", 24) as int +var _simulator_full_scheduler := _IntervalScheduler.new(_simulator_full_interval) + var _schemas := _NetworkSchema.new() var _dense_serializer: _DenseSnapshotSerializer @@ -60,6 +70,11 @@ var _cmd_full_state: NetworkCommandServer.Command var _cmd_diff_state: NetworkCommandServer.Command var _cmd_input: NetworkCommandServer.Command +var _cmd_input_sender: NetworkCommandServer.Command + +var _cmd_full_simulator: NetworkCommandServer.Command +var _cmd_diff_simulator: NetworkCommandServer.Command + var _cmd_full_sync: NetworkCommandServer.Command var _cmd_diff_sync: NetworkCommandServer.Command @@ -67,6 +82,8 @@ static var _logger := NetfoxLogger._for_netfox("NetworkSynchronizationServer") signal _on_input(snapshot: _Snapshot) signal _on_state(snapshot: _Snapshot) +signal _on_input_sender(snapshot : _Snapshot) +signal _on_simulator(snapshot: _Snapshot) ## Register a [param property] of [param node] to be synchronized ## as rollback state @@ -107,6 +124,32 @@ func deregister_sync_state(node: Node, property: NodePath) -> void: _sync_state_properties.erase(node, property) _sync_owned_state_properties.erase(node, property) +## Register a [param property] of [param node] to be synchronized +## as input_sender input +func register_input_sender(node: Node, property: NodePath) -> void: + _input_sender_properties.add(node, property) + if node.is_multiplayer_authority(): + _input_sender_owned_properties.add(node, property) + +## Deregister a [param property] of [param node] from being synchronized +## as input_sender input +func deregister_input_sender(node: Node, property: NodePath) -> void: + _input_sender_properties.erase(node, property) + _input_sender_owned_properties.erase(node, property) + +## Register a [param property] of [param node] to be syncronized +## as simulator state. +func register_simulator(node: Node, property: NodePath) -> void: + _simulator_properties.add(node, property) + if node.is_multiplayer_authority(): + _simulator_owned_properties.add(node, property) + +## Deregister a [param property] of [param node] from being syncronized +## as simulator state. +func deregister_simulator(node: Node, property: NodePath) -> void: + _simulator_properties.erase(node, property) + _simulator_owned_properties.erase(node, property) + ## Register a [param serializer] to use when transmitting ## [param property param] of [param node] over the network func register_schema(node: Node, property: NodePath, serializer: NetworkSchemaSerializer) -> void: @@ -138,6 +181,10 @@ func deregister(node: Node) -> void: _rb_owned_input_properties.erase_subject(node) _sync_state_properties.erase_subject(node) _sync_owned_state_properties.erase_subject(node) + _input_sender_properties.erase_subject(node) + _input_sender_owned_properties.erase_subject(node) + _simulator_properties.erase_subject(node) + _simulator_owned_properties.erase_subject(node) _visibility_filters.erase(node) _schemas.erase_subject(node) @@ -240,7 +287,7 @@ func _synchronize_input(tick: int) -> void: notified_peers.erase(multiplayer.get_unique_id()) # Prepare snapshot package - for offset in _input_redundancy: + for offset in _rb_input_redundancy: # Grab snapshot from NetworkHistoryServer var snapshot := NetworkHistoryServer._get_rollback_input_snapshot(tick - offset) if not snapshot: @@ -350,6 +397,97 @@ func _synchronize_sync_state(tick: int) -> void: # NOTE: This is a shared instance, theoretically shouldn't screw things up _last_sync_state_sent = snapshot +func _synchronize_input_sender(tick: int) -> void: + # We don't own inputs, nothing to synchronize + if _input_sender_owned_properties.is_empty(): + return + + var snapshots := [] as Array[_Snapshot] + var notified_peers := _Set.new() + + # By default input sender only sends input to host, check if its enabled. + if not _input_sender_enable_broadcast: + # Input broadcast is off, only send inputs to the host, which is + # always peer 1. + notified_peers.add(MultiplayerPeer.TARGET_PEER_SERVER) + else: + # If input broadcast is on, send inputs to everyone + for peer in multiplayer.get_peers(): + notified_peers.add(peer) + + # Make sure to not send input to ourselves + # Even if host is also a player, host should be able to reach stored inputs via + # recorded snapshots. + notified_peers.erase(multiplayer.get_unique_id()) + + # Prepare snapshot package + for offset in _input_sender_redundancy: + # Grab snapshot from NetworkHistoryServer + var snapshot := NetworkHistoryServer._get_input_sender_snapshot(tick - offset) + if not snapshot: + break + + _logger.trace("Submitting input_sender inputs: %s", [snapshot]) + snapshots.append(snapshot) + + _logger.trace("Submitting input_sender inputs to peers: %s", [notified_peers]) + for peer in notified_peers: + var data := _redundant_serializer.write_for(peer, snapshots, _input_sender_owned_properties) + _cmd_input_sender.send(data, peer) + +func _synchronize_simulator(tick: int) -> void: + # We don't own state, nothing to synchronize + if _simulator_owned_properties.is_empty(): + return + + # Grab snapshot from NetworkHistoryServer + var snapshot := NetworkHistoryServer._get_simulator_snapshot(tick) + if not snapshot: + # No data for tick + return + + if snapshot.is_empty(): + # Nothing to send + return + + # Figure out whether to send full- or diff state + var is_full := _simulator_full_scheduler.is_now() + if not _simulator_enable_diffs: + is_full = true + + # Check if we have history to diff to + var reference_snapshot := NetworkHistoryServer._get_simulator_snapshot(tick - 1) + if not reference_snapshot: + is_full = true + + if is_full: + # Send full states + for peer in multiplayer.get_peers(): + var filter := func(subject): return _is_node_visible_to(peer, subject) + + var packets := _dense_serializer.write_for(peer, snapshot, _simulator_owned_properties, filter) + for packet in packets: + _cmd_full_simulator.send(packet, peer) + + NetworkPerformance.push_full_state_props(snapshot.size()) + NetworkPerformance.push_sent_state_props(snapshot.size()) + else: + var diff := _Snapshot.make_patch(reference_snapshot, snapshot) + if diff.is_empty(): + # Nothing changed, don't send anything + return + + # Send diff states + for peer in multiplayer.get_peers(): + var filter := func(subject): return _is_node_visible_to(peer, subject) + + var packets := _sparse_serializer.write_for(peer, diff, _simulator_owned_properties, filter) + for packet in packets: + _cmd_diff_simulator.send(packet, peer) + + NetworkPerformance.push_full_state_props(snapshot.size()) + NetworkPerformance.push_sent_state_props(diff.size()) + func _init( p_command_server: _NetworkCommandServer = null, p_history_server: _NetworkHistoryServer = null, @@ -382,6 +520,13 @@ func _ready(): _cmd_diff_state = _command_server.register_command(_handle_diff_state, MultiplayerPeer.TRANSFER_MODE_UNRELIABLE) _cmd_input = _command_server.register_command(_handle_input, MultiplayerPeer.TRANSFER_MODE_UNRELIABLE) + _cmd_input_sender = _command_server.register_command(_handle_input_sender, MultiplayerPeer.TRANSFER_MODE_UNRELIABLE) + + # Unreliable, same as rollback state. Every packet carries its own tick, and + # diffs lost on the way are corrected by the next full state. + _cmd_full_simulator = _command_server.register_command(_handle_full_simulator, MultiplayerPeer.TRANSFER_MODE_UNRELIABLE) + _cmd_diff_simulator = _command_server.register_command(_handle_diff_simulator, MultiplayerPeer.TRANSFER_MODE_UNRELIABLE) + _cmd_full_sync = _command_server.register_command(_handle_full_sync, MultiplayerPeer.TRANSFER_MODE_UNRELIABLE_ORDERED) _cmd_diff_sync = _command_server.register_command(_handle_diff_sync, MultiplayerPeer.TRANSFER_MODE_UNRELIABLE_ORDERED) @@ -441,6 +586,55 @@ func _handle_diff_sync(sender: int, data: PackedByteArray): NetworkHistoryServer._merge_synchronizer_state(snapshot) _logger.trace("Ingested sync diff: %s", [snapshot]) +func _handle_input_sender(sender : int, data : PackedByteArray) -> void: + var buffer := StreamPeerBuffer.new() + buffer.data_array = data + + var snapshots := _redundant_serializer.read_from(sender, _input_sender_properties, buffer, true) + + for snapshot in snapshots: + # Inputs stamped too far ahead would push everyone's inputs out of the + # history buffers, see _SimulatorTimeTracker. Drop them before they get + # there. + if not SimulatorServer._is_input_tick_accepted(snapshot.tick): + _logger.warning( + "Dropping inputs from peer #%d stamped @%d, too far ahead of @%d", + [sender, snapshot.tick, NetworkTime.tick]) + continue + + snapshot.sanitize(sender) + + _logger.trace("Ingesting input_sender inputs: %s", [snapshot]) + if NetworkHistoryServer._merge_input_sender(snapshot): + _on_input_sender.emit(snapshot) + +func _handle_full_simulator(sender: int, data: PackedByteArray) -> void: + var buffer := StreamPeerBuffer.new() + buffer.data_array = data + + var snapshot := _dense_serializer.read_from(sender, _simulator_properties, buffer, true) + + _ingest_simulator(sender, snapshot) + +func _handle_diff_simulator(sender: int, data: PackedByteArray) -> void: + var buffer := StreamPeerBuffer.new() + buffer.data_array = data + + var diff := _sparse_serializer.read_from(sender, _simulator_properties, buffer) + _logger.trace("Received simulator diff state for @%d", [diff.tick]) + + _ingest_simulator(sender, diff) + +func _ingest_simulator(sender: int, snapshot: _Snapshot) -> void: + snapshot.sanitize(sender) + + _logger.trace("Ingesting simulator state: %s", [snapshot]) + NetworkHistoryServer._merge_simulator(snapshot) + + # Emitted for every received state, even if it changed nothing. The view + # delay is measured every time a state arrives, see _SimulatorTimeTracker. + _on_simulator.emit(snapshot) + func _ingest_state(sender: int, snapshot: _Snapshot) -> void: snapshot.sanitize(sender) diff --git a/addons/netfox/servers/simulator-server.gd b/addons/netfox/servers/simulator-server.gd new file mode 100644 index 000000000..a9794fdc2 --- /dev/null +++ b/addons/netfox/servers/simulator-server.gd @@ -0,0 +1,591 @@ +extends Node +class_name _SimulatorServer + +# @public class + +## Handles [Simulator] related operations. + +## TODO: We should find a better name for Simulator word. +## +## [Before reading this server, please read InputSender, InputSenderServer, Simulator.] + +## Insight +## +## Time model: the host's tick is the truth. The host simulates everyone, its +## own player and remote players, at its current tick. Clients stamp their +## inputs ahead of their own tick (input lead), so the inputs arrive before the +## host needs them. Clients predict their own player up to tick + input lead. +## See [_SimulatorTimeTracker]. +## +## Simulating a tick works the same way as rollback: simulating tick T applies +## the inputs of tick T, calls _simulated_tick(delta, T, is_fresh), and the +## resulting state is recorded as the state of tick T + 1. Inputs of tick T +## are recorded on after_tick, before SimulatorServer runs, so they're always +## there for our own inputs. Example for the host, at tick 100: +## +## after_tick | input of tick 100 is recorded +## SimulatorServer | inputs of 100 applied, _simulated_tick(delta, 100) +## | state recorded and sent as tick 101 +## after_tick_loop | state of tick 101 is shown +## +## This also puts Simulators in the same tick numbers as StateSynchronizers, +## which record state after a tick as tick + 1 too. +## +## Depending on simulator authority there are 4 options we can operate on: +## +## 1- We have authority over both simulator input/state = host simulator +## 2- We have authority over input but not state = local authoritative simulator +## 3- We have authority over state but not input = host puppet +## 4- We dont have any authority over input/state = client puppet +## +## 1- host simulator: +## - Simulate the current tick with its inputs. +## (input-sender inputs are recorded on after tick). +## - Save the resulting state as tick + 1, as invidiual fashion. +## - Broadcast it togather with 2. +## +## 2- local authoritative simulator: +## - We have inputs available locally up to tick + input lead. +## (input-sender inputs are recorded on after tick). +## - Apply the latest authoritative state received from host. (the truth) +## - Simulate every tick from the truth up to tick + input lead, which results +## in the state of tick + input lead + 1. +## +## 3- host puppet. +## - Simulate the current tick with its inputs. +## Clients stamp inputs ahead, so they are usually here already. +## - If inputs are missing, predict them, see InputSender. +## - Save the resulting state as tick + 1. +## - Broadcast them. +## +## 4- client puppet. +## - Apply the latest authoritative state received from host. (the truth) +## +## +## By restoring to latest state we already handle 4. +## We dont need to keep history of non-host simulators. + + +var _history_server : _NetworkHistoryServer = null +var _synchronization_server : _NetworkSynchronizationServer = null +var _logger := NetfoxLogger._for_netfox("SimulatorServer") + +# How many ticks of the past we keep for simulation, e.g. recorded collision +# shapes, and how far back projectiles can be caught up. +# The history buffers also have room for the future on top of this, see +# _SimulatorTimeTracker.get_future_history_ticks(). +var _simulation_history_size : int = ProjectSettings.get_setting("netfox/simulator/history_limit", 64) + +# Maximum view delay accepted from clients, in ticks. Limits how far into the +# past a client can rewind when firing, see register_projectile. +var _max_view_delay_ticks : int = ProjectSettings.get_setting("netfox/simulator/max_view_delay_ticks", 30) + +# Node -> latest tick simulated for it, see _is_tick_fresh_for. +var _latest_simulated_ticks : Dictionary = {} + +# Projectiles that are alive. +var _living_projectiles : Array[Node] = [] + +# Helper to record and restore simulation aware collision-shapes/areas. +var _simulated_collision_recorder : _SimulatedCollisionRecorder = _SimulatedCollisionRecorder.new() + +# Helper to track how each client's time relates to the host's: input lead and +# view delay. See _SimulatorTimeTracker. +var _time_tracker : _SimulatorTimeTracker = _SimulatorTimeTracker.new() + +# Fresh registered projectiles. +# Mapped by tick (int) -> Array of projectiles (Node) that are estimated to be fired on mapped tick. +# See register_projectile method. +var _fresh_registered_projectiles_by_tick : Dictionary = {} + +# Grouped simulators depending on their authority modes. +# Better readability on code / we only check authority on register. +var _host_simulators : Array[Simulator] = [] +var _local_authoritative_simulators : Array[Simulator] = [] +var _host_puppet_simulators : Array[Simulator] = [] +var _client_puppet_simulators : Array[Simulator] = [] + +func _init(p_history_server: _NetworkHistoryServer = null, p_synchronization_server: _NetworkSynchronizationServer = null): + _history_server = p_history_server + _synchronization_server = p_synchronization_server + +func _ready(): + # Ensure dependencies + if not _history_server: _history_server = NetworkHistoryServer + if not _synchronization_server: _synchronization_server = NetworkSynchronizationServer + + _simulated_collision_recorder.initialize(get_tree()) + NetworkTime.after_sync.connect(_reset_simulated_ticks) + # View delay samples are stamped ahead like inputs, so they get the same + # room for the future as the Simulator history buffers. + _time_tracker.initialize(self, NetworkCommandServer, _synchronization_server, + _simulation_history_size + _SimulatorTimeTracker.get_future_history_ticks()) + +# Register a simulator node. +# Will check for authority over inputs and categorize by it. +# Its Simulator's responsibility to only register if input-sender is configured. +func register_simulator(simulator : Simulator) -> void: + if simulator.is_multiplayer_authority(): + if simulator.listened_input_sender.has_authority_over_input_nodes(): + _host_simulators.push_back(simulator) + else: + _host_puppet_simulators.push_back(simulator) + else: + if simulator.listened_input_sender.has_authority_over_input_nodes(): + _local_authoritative_simulators.push_back(simulator) + else: + _client_puppet_simulators.push_back(simulator) + + +# Deregister a simulator node. +func deregister_simulator(simulator : Simulator) -> void: + _host_simulators.erase(simulator) + _host_puppet_simulators.erase(simulator) + _local_authoritative_simulators.erase(simulator) + _client_puppet_simulators.erase(simulator) + + _latest_simulated_ticks.erase(simulator) + +## Register a projectile to be stepped by simulation. +## This method should only be called on host. +## [br][br] +## [param fired_tick] is the tick of the fire input, e.g. the tick passed to +## [code]_simulated_tick[/code] when the fire input is applied, or the tick +## given by [signal InputSender.input_applied]. +## [br][br] +## The projectile is caught up from the tick of the host's simulation that the +## firing peer was seeing at [param fired_tick], see [_SimulatorTimeTracker]. The +## rewind is limited by [code]netfox/simulator/max_view_delay_ticks[/code]. +## [br][br] +## Projectiles are stepped after Simulators, so stepping a projectile for tick +## T checks it against the world after this tick's movement, the state of +## T + 1. The same is true while catching up. +func register_projectile(projectile : Node, firing_peer_id : int, fired_tick : int) -> void: + + var has_step_method := projectile.has_method("step") + var has_is_alive_method := projectile.has_method("is_alive") + + if not has_step_method or not has_is_alive_method: + _logger.error( + "Error registering projectile %s : Projectiles must implement step and is_alive methods.", + [projectile.name] + ) + return + + var view_delay := _get_view_delay_for(firing_peer_id, fired_tick) + + # The firing peer saw the state of tick fired_tick - view_delay. Stepping + # tick T checks against the state of T + 1, so start one tick earlier: the + # first step then checks against exactly what the firing peer saw. + # Example: the peer saw the state of 97, so the first step is for tick 96, + # and checks against the state of 97. + var estimated_firing_tick := fired_tick - view_delay - 1 + + # Without a view delay sample, the fire input's tick can be in the future + # for a client, see _get_view_delay_for. Never start later than now. + estimated_firing_tick = mini(estimated_firing_tick, NetworkTime.tick) + + if estimated_firing_tick < 0: + _logger.error( + "Error registering projectile %s: Calculated estimated_firing_tick as negative. Not registering.\n" + + "view delay: %s, fired tick: %s, estimated firing tick: %s", + [projectile.name, view_delay, fired_tick, estimated_firing_tick] + ) + return + + if estimated_firing_tick < NetworkTime.tick - _simulation_history_size: + _logger.error( + "Error registering projectile %s: Calculated estimated_firing_tick is older than history.\n" + + "Returning without registering. view delay: %s, fired tick: %s, estimated firing tick: %s", + [projectile.name, view_delay, fired_tick, estimated_firing_tick] + ) + return + + _logger.debug( + "Registered projectile %s with stats:\n" + + "firing_peer: %s, fired tick: %s, view delay: %s, estimated firing tick: %s", + [projectile.name, firing_peer_id, fired_tick, view_delay, estimated_firing_tick] + ) + + if not _fresh_registered_projectiles_by_tick.has(estimated_firing_tick): + _fresh_registered_projectiles_by_tick[estimated_firing_tick] = [] + var existing_projectile_arr := _fresh_registered_projectiles_by_tick[estimated_firing_tick] as Array + existing_projectile_arr.push_back(projectile) + +# Returns how many ticks behind the given peer saw the host's simulation at +# the given tick of the peer. +func _get_view_delay_for(peer: int, tick: int) -> int: + # The host sees everyone at its current tick, nothing to rewind. + # This also covers offline play. + if peer == multiplayer.get_unique_id(): + return 0 + + var view_delay := _time_tracker.get_view_delay(peer, tick, -1) + if view_delay < 0: + # No sample for this tick, e.g. the peer just connected. Without a + # sample, don't rewind at all. + _logger.debug("No view delay from peer #%s @%d, not rewinding", [peer, tick]) + return 0 + + # The view delay is reported by the client, so don't trust it blindly. + # It can't rewind further than max_view_delay_ticks. + return clampi(view_delay, 0, maxi(0, _max_view_delay_ticks)) + +## Returns how many ticks ahead this peer stamps its inputs, see +## [_SimulatorTimeTracker]. Always 0 on the host. +func get_input_lead_ticks() -> int: + return _time_tracker.get_input_lead() + +## Returns the maximum input lead in ticks, see +## [code]netfox/simulator/max_input_lead[/code]. +func get_max_input_lead_ticks() -> int: + return _time_tracker.get_max_input_lead_ticks() + +## Returns the maximum view delay in ticks, see +## [code]netfox/simulator/max_view_delay_ticks[/code]. The host never rewinds +## further than this when registering projectiles, see +## [method register_projectile]. +func get_max_view_delay_ticks() -> int: + return maxi(0, _max_view_delay_ticks) + +## Client side: returns the view delay this peer reports to the host, in ticks, +## or -1 if no simulator state has arrived yet. +## [br][br] +## The input lead is included, so this is how far the host rewinds when this +## peer fires, see [_SimulatorTimeTracker]. +func get_view_delay_ticks() -> int: + return _time_tracker.get_reported_view_delay() + +## Host side: returns the newest view delay reported by [param peer], in ticks, +## or -1 if it hasn't reported yet. +## [br][br] +## Not clamped to [method get_max_view_delay_ticks]. +func get_view_delay_ticks_for(peer: int) -> int: + return _time_tracker.get_latest_view_delay(peer) + +# Returns how many ticks ahead we stamp our inputs. Always 0 on the host. +# Used by InputSenderServer and NetworkTime internally. +func _get_input_lead() -> int: + return _time_tracker.get_input_lead() + +# Returns whether an input stamped with the given tick is accepted now. Inputs +# stamped too far ahead are dropped, see _SimulatorTimeTracker. +# Used by NetworkSynchronizationServer internally. +func _is_input_tick_accepted(stamped_tick: int) -> bool: + return _time_tracker.is_input_tick_accepted(stamped_tick, NetworkTime.tick) + +func _after_tick(tick : int) -> void: + + _catch_up_fresh_projectiles(tick) + + _handle_host_simulators(tick) + _handle_host_puppet_simulators(tick) + _handle_local_authoritative_simulators(tick) + + _step_living_projectiles(tick) + + # Everything was simulated for the current tick, the result is the state of + # the next tick. So everything is recorded and sent under tick + 1. + # History server only records owned simulator state properties. + _history_server._record_simulator(tick + 1) + _synchronization_server._synchronize_simulator(tick + 1) + + # Collision shapes after this tick's movement, see _catch_up_fresh_projectiles. + _simulated_collision_recorder.record_tick(tick + 1) + + # Trim old history that we dont need. + var trim_tick := tick - _simulation_history_size + if trim_tick >= 0: + _simulated_collision_recorder.trim_ticks(trim_tick) + +## 1- host simulator: +## - Simulate the current tick with its inputs. +## (input-sender inputs are recorded on after tick). +## - Save the resulting state as tick + 1. +## - Broadcast it togather with 2. +func _handle_host_simulators(current_tick: int) -> void: + for simulator in _host_simulators: + + var input_subjects := simulator.listened_input_sender._input_properties.get_subjects() + var state_subjects := simulator._state_properties.get_subjects() + + # Save input properties before messing them up. + simulator.listened_input_sender._save_properties() + + # Apply inputs of this tick. + _history_server._restore_input_sender_subjects(input_subjects, current_tick) + + var is_fresh := _is_tick_fresh_for(simulator, current_tick) + simulator._run_simulation(NetworkTime.ticktime, current_tick, is_fresh) + _history_server._record_simulator_subjects(state_subjects, current_tick + 1) + _set_tick_simulated_for(simulator, current_tick) + + # Restore messed up properties. + simulator.listened_input_sender._restore_properties() + +## 2- local authoritative simulator: +## - We have inputs available locally up to tick + input lead. +## (input-sender inputs are recorded on after tick). +## - Apply the latest authoritative state received from host. (the truth) +## - Simulate every tick from the truth up to tick + input lead, which results +## in the state of tick + input lead + 1. +## +## Example, with a lead of 5 at tick 100, and the latest truth for tick 97: +## restore the state of 97, then simulate ticks 97 .. 105 with their inputs. +## The result is the state of tick 106, which is shown. +func _handle_local_authoritative_simulators(current_tick: int) -> void: + # Our inputs are stamped this far ahead, so we simulate this far ahead too. + # This is the newest input we have, recorded on this tick's after_tick. + var predicted_tick := current_tick + _get_input_lead() + + for simulator in _local_authoritative_simulators: + + var state_subjects := simulator._state_properties.get_subjects() + + # The host sends the state after its tick T as T + 1, so the truth can be + # a tick ahead of us. Nothing newer than our prediction can be truth. + var latest_truth_tick := _history_server.get_latest_simulator_for_snapshot( + state_subjects, + predicted_tick + 1) + + var latest_truth_snapshot := _history_server._get_simulator_snapshot(latest_truth_tick) + + # Save inputs before messing input properties. + simulator.listened_input_sender._save_properties() + + if latest_truth_tick < 0 or not latest_truth_snapshot: + _logger.warning( + "Couldnt find any truth from host.\n" + + "Running simulation for only current tick." + ) + + # Apply our newest inputs. + _apply_input_at(simulator.listened_input_sender, predicted_tick) + + var is_fresh := _is_tick_fresh_for(simulator, predicted_tick) + simulator._run_simulation(NetworkTime.ticktime, predicted_tick, is_fresh) + _history_server._record_simulator_subjects(state_subjects, predicted_tick + 1) + _set_tick_simulated_for(simulator, predicted_tick) + + # Restore messed up properties. + simulator.listened_input_sender._restore_properties() + continue + + # Apply truth from history, which has diffs merged into full state. + _history_server._restore_simulator_subjects(state_subjects, latest_truth_tick) + + for i in range(latest_truth_tick, predicted_tick + 1): + # Apply inputs of this tick. If there's no input recorded for it, + # the latest input before it is applied. Right after spawning, the + # truth can be older than our first input, then the default input + # is applied, see _apply_input_at(). + _apply_input_at(simulator.listened_input_sender, i) + + var is_fresh := _is_tick_fresh_for(simulator, i) + simulator._run_simulation(NetworkTime.ticktime, i, is_fresh) + _history_server._record_simulator_subjects(state_subjects, i + 1) + _set_tick_simulated_for(simulator, i) + + # Restore messed up properties. + simulator.listened_input_sender._restore_properties() + +## 3- host puppet. +## - Simulate the current tick with its inputs. +## - If inputs are missing, predict them, see InputSender. +## - Save the resulting state as tick + 1, recorded in _after_tick. +## - Broadcast them. +func _handle_host_puppet_simulators(current_tick: int) -> void: + # Host puppets are simulated at the current tick, like everything else. + var simulated_tick := current_tick + + for simulator in _host_puppet_simulators: + + var input_sender := simulator.listened_input_sender + + # Inputs are read from each player's own history, not from the per tick + # snapshot shared by all players. This way, whatever another player + # sends can't keep this player from being simulated. + # Apply the inputs of this tick, or the latest ones before it. + var latest_input_tick := _apply_input_at(input_sender, simulated_tick) + + if latest_input_tick != simulated_tick: + # The input didn't arrive in time, predict it from the latest one we + # have. Same as a client filling a skipped stamp, see InputSender. + _logger.debug("No input for @%d, predicting it", [simulated_tick]) + input_sender._set_input(input_sender._get_predicted_input(input_sender._get_input())) + + var is_fresh := _is_tick_fresh_for(simulator, simulated_tick) + simulator._run_simulation(NetworkTime.ticktime, simulated_tick, is_fresh) + + _set_tick_simulated_for(simulator, simulated_tick) + +# Steps every already-caught-up living projectile by a single tick. +# No need to restore world state for living projectiles. This runs after +# Simulators, so they see the world after this tick's movement, the state of +# current_tick + 1. +func _step_living_projectiles(current_tick: int) -> void: + var simulated_tick := current_tick + + # Iterate in reverse because we are also removing. + var i := _living_projectiles.size() - 1 + while i >= 0: + var projectile : Node = _living_projectiles[i] + + if not is_instance_valid(projectile): + _logger.warning("While stepping living projectiles: projectile at index %s no longer valid, dropping", [i]) + _living_projectiles.remove_at(i) + else: + _logger.trace("Stepping living projectile: %s at tick #%s", [projectile.name, simulated_tick]) + projectile.step(NetworkTime.ticktime, simulated_tick) + + if not projectile.is_alive(): + _logger.trace("After stepping living projectile: %s projectile died at tick %s", + [projectile.name, simulated_tick] + ) + + _living_projectiles.remove_at(i) + + i -= 1 + +# Steps the freshly registered projectiles up to current_tick (not included). +func _catch_up_fresh_projectiles(current_tick: int) -> void: + if _fresh_registered_projectiles_by_tick.is_empty(): + return + + var simulated_tick := current_tick + var oldest_tick : int = _fresh_registered_projectiles_by_tick.keys().min() + + # Ensure oldest tick is not older than our history window. + oldest_tick = maxi(oldest_tick, current_tick - _simulation_history_size) + + _logger.trace( + "Catching up fresh projectiles: oldest_tick=%s, simulated_tick=%s, pending_ticks=%s", + [oldest_tick, simulated_tick, _fresh_registered_projectiles_by_tick.keys()] + ) + + # Temp array to hold projectiles. + var fresh_projectiles : Array[Node] = [] + + # We need to capture current state of collision aware nodes. Because we will mess with their + # states during our operation. At the end of the operation we will restore to this state snapshot. + var current_collision_state_snapshot_dict := _simulated_collision_recorder.capture_current_state() + + for tick in range(oldest_tick, simulated_tick): + # Restore simulation aware collision nodes to the state after this + # tick's movement, same as living projectiles see, see register_projectile. + _simulated_collision_recorder.restore_tick(tick + 1) + + # Get projectiles registered at this tick and add it our fresh_projectiles array. + var registered_projectiles_arr_at_tick := _fresh_registered_projectiles_by_tick.get(tick, []) as Array + if not registered_projectiles_arr_at_tick.is_empty(): + _logger.trace( + "Tick %s: %s registered projectiles are joining the projectile catch up phase: %s", + [tick, registered_projectiles_arr_at_tick.size(), + registered_projectiles_arr_at_tick.map( + func(p): return _get_projectile_debug_name(p)) + ] + ) + + fresh_projectiles.append_array(registered_projectiles_arr_at_tick) + _fresh_registered_projectiles_by_tick.erase(tick) + + # While iterating over ticks, step every fresh projectile we have. + var i := fresh_projectiles.size() - 1 + while i >= 0: + + var projectile : Node = fresh_projectiles[i] + + if is_instance_valid(projectile): + projectile.step(NetworkTime.ticktime, tick) + _logger.trace("Projectile %s running catch up step at tick: #%s", [projectile.name, tick]) + # Erase from our list if projectile is not alive anymore. + if not projectile.is_alive(): + _logger.trace("Projectile %s is not alive, erasing at tick: #%s", [projectile.name, tick]) + fresh_projectiles.remove_at(i) + else: + _logger.trace("During projectile catch up, projectile at index %s no longer valid, dropping", [i]) + fresh_projectiles.remove_at(i) + + i -= 1 + + # Anything registered for tick exact simulated_tick had no history to replay. + # They join living unstepped and gets its first step together with _step_living_projectiles. + var registered_at_simulated_tick := _fresh_registered_projectiles_by_tick.get(simulated_tick, []) as Array + if not registered_at_simulated_tick.is_empty(): + _logger.trace( + "At Simulated tick #%s, %s projectile(s) joining to living projectiles without catch up.\n" + + "They will be stepped together with living projectiles on this tick. Projectile names %s", + [simulated_tick, registered_at_simulated_tick.size(), + registered_at_simulated_tick.map( + func(p): return _get_projectile_debug_name(p)) + ] + ) + + fresh_projectiles.append_array(registered_at_simulated_tick) + _fresh_registered_projectiles_by_tick.erase(simulated_tick) + + if not fresh_projectiles.is_empty(): + _logger.trace( + "Projectile catch up is over: %s projectile(s) promoted to living: %s", + [fresh_projectiles.size(), fresh_projectiles.map( + func(p): return _get_projectile_debug_name(p)) + ] + ) + + # Append our living projectiles list, they are part of the current simulation at this point, + # and they will be handled with function _step_living_projectiles. + _living_projectiles.append_array(fresh_projectiles) + + # Since we changed states of simulation aware collision nodes by calling + # _simulated_collision_recorder.restore_tick, now we should restore them to current state which + # we recorded before doing this operation. + _simulated_collision_recorder.restore_snapshot(current_collision_state_snapshot_dict) + +# A tick is fresh the first time it's simulated for a node. Every peer only +# ever simulates forward into new ticks: the host one tick at a time, local +# authoritative peers re-simulate older ticks from the truth, then continue +# into new ones. So a tick is fresh exactly when it's newer than the latest +# tick simulated so far, no need to remember every tick. Example, local +# authoritative peer with a lead of 5: +# +# at tick 100 | simulates 97 .. 105 | fresh: 105 only, 97 .. 104 were done +# at tick 101 | simulates 98 .. 106 | fresh: 106 only +# Applies the inputs of input_sender recorded at or before tick, and returns +# the tick they were recorded at. +# +# If there are none at all, the default input is applied and -1 is returned. +# This happens right after a player spawned: the client re-simulates from the +# truth, which can be older than its first input, and the host simulates the +# player before its first input arrives. Without this, whatever the input +# properties hold at the moment would be applied for every such tick, e.g. +# this frame's mouse movement, once per tick: +# +# client spawned @60, lead 8, first input stamped @68 +# truth @62 arrives, simulate 62 .. 69 +# 62 .. 67 | no input -> default input (was: this frame's live input) +# 68 .. 69 | recorded inputs +func _apply_input_at(input_sender: InputSender, tick: int) -> int: + var input_subjects := input_sender._input_properties.get_subjects() + var latest_input_tick := _history_server.get_latest_input_sender_for(input_subjects, tick) + + if latest_input_tick < 0: + input_sender._set_input(input_sender._default_input) + else: + _history_server._restore_input_sender_subjects(input_subjects, tick) + + return latest_input_tick + +func _is_tick_fresh_for(node: Node, tick: int) -> bool: + return tick > _latest_simulated_ticks.get(node, -1) + +func _set_tick_simulated_for(node: Node, tick: int) -> void: + if tick > _latest_simulated_ticks.get(node, -1): + _latest_simulated_ticks[node] = tick + +# Ticks start over when NetworkTime starts, so does freshness. +func _reset_simulated_ticks() -> void: + _latest_simulated_ticks.clear() + +# Helper to get projectile debug name. +func _get_projectile_debug_name(p) -> String: + return p.name if is_instance_valid(p) else "" diff --git a/addons/netfox/simulated-collision-recorder.gd b/addons/netfox/simulated-collision-recorder.gd new file mode 100644 index 000000000..306696714 --- /dev/null +++ b/addons/netfox/simulated-collision-recorder.gd @@ -0,0 +1,255 @@ +extends RefCounted +class_name _SimulatedCollisionRecorder + +## Helper class for recording simulation aware areas and collision shapes. +## Supports CollisionShape3D/2D, Area3D/2D. +## +## Used by [_SimulatorServer] internally. + +const SIMULATION_AWARE_GROUP := &"simulation_aware_collision" + +var _logger := NetfoxLogger._for_netfox("SimulatedCollisionRecorder") + +# tick (int) -> Dictionary of Node -> _CollisionSnapshot +var _snapshots_by_tick : Dictionary = {} +var _tracked_nodes : Array[Node] = [] + +## Inner base struct for recording collision snapshot per type. +## Specific types extends this base struct. +## Having this solves 2 problems: 1- no unncessary memory, 2- no unneccessary checks for type. +## Each derived struct only stores the fields relevant to its own node type. +class _CollisionSnapshot: + func restore_node(_node: Node) -> void: + push_error("_CollisionSnapshot.restore_node is abstract, must be overridden.") + +class _ShapeSnapshot3D extends _CollisionSnapshot: + var global_transform : Transform3D + var disabled : bool + + func _init(node: CollisionShape3D) -> void: + global_transform = node.global_transform + disabled = node.disabled + + func restore_node(node: Node) -> void: + node.global_transform = global_transform + node.disabled = disabled + +class _ShapeSnapshot2D extends _CollisionSnapshot: + var global_transform : Transform2D + var disabled : bool + + func _init(node: CollisionShape2D) -> void: + global_transform = node.global_transform + disabled = node.disabled + + func restore_node(node: Node) -> void: + node.global_transform = global_transform + node.disabled = disabled + +class _AreaSnapshot3D extends _CollisionSnapshot: + var global_transform : Transform3D + var monitoring : bool + var monitorable : bool + var collision_layer : int + + func _init(node: Area3D) -> void: + global_transform = node.global_transform + monitoring = node.monitoring + monitorable = node.monitorable + collision_layer = node.collision_layer + + func restore_node(node: Node) -> void: + node.global_transform = global_transform + node.monitoring = monitoring + node.monitorable = monitorable + node.collision_layer = collision_layer + +class _AreaSnapshot2D extends _CollisionSnapshot: + var global_transform : Transform2D + var monitoring : bool + var monitorable : bool + var collision_layer : int + + func _init(node: Area2D) -> void: + global_transform = node.global_transform + monitoring = node.monitoring + monitorable = node.monitorable + collision_layer = node.collision_layer + + func restore_node(node: Node) -> void: + node.global_transform = global_transform + node.monitoring = monitoring + node.monitorable = monitorable + node.collision_layer = collision_layer + +## Initialize needs to be called by owner node. +## Because refcounted classes doesnt have access to scene tree. +func initialize(tree: SceneTree) -> void: + tree.node_added.connect(_on_node_added) + + var existing_nodes := tree.get_nodes_in_group(SIMULATION_AWARE_GROUP) + _logger.trace( + "Initializing collision recorder, found %s existing node(s) in group %s", + [existing_nodes.size(), SIMULATION_AWARE_GROUP] + ) + + for node in existing_nodes: + _track(node) + +func _on_node_added(node: Node) -> void: + if node.is_in_group(SIMULATION_AWARE_GROUP): + _track(node) + +func _track(node: Node) -> void: + if node in _tracked_nodes: + return + + if not _is_supported(node): + _logger.warning( + "Node %s is in %s group but isn't a supported type (CollisionShape3D/2D, Area3D/2D), ignoring." + \ + "Only supported types should be in this group.", + [node.name, SIMULATION_AWARE_GROUP] + ) + return + + _tracked_nodes.push_back(node) + node.tree_exiting.connect(_untrack.bind(node), CONNECT_ONE_SHOT) + _logger.trace("Tracking node %s, total tracked: %s", [node.name, _tracked_nodes.size()]) + +# Called when node's tree_exiting is fired so we can untrack now. +# Old snapshot dicts aren't erased here, we remove invalid nodes while we iterate on record_tick(). +func _untrack(node: Node) -> void: + _tracked_nodes.erase(node) + _logger.trace("Untracked node %s (tree_exiting), total tracked: %s", [node.name, _tracked_nodes.size()]) + +# Check if node is type of supported ones. +func _is_supported(node: Node) -> bool: + return node is CollisionShape3D \ + or node is CollisionShape2D \ + or node is Area3D \ + or node is Area2D + +# Takes the snapshot for a node with corresponding snapshot type and returns it. +func _take_snapshot_for_node(node: Node) -> _CollisionSnapshot: + if node is CollisionShape3D: + return _ShapeSnapshot3D.new(node) + elif node is CollisionShape2D: + return _ShapeSnapshot2D.new(node) + elif node is Area3D: + return _AreaSnapshot3D.new(node) + elif node is Area2D: + return _AreaSnapshot2D.new(node) + return null + +## Record the given tick for simulation aware collision nodes. +func record_tick(tick: int) -> void: + # Node -> _CollisionSnapshot + var snapshot_dict : Dictionary = {} + + var i := _tracked_nodes.size() - 1 + while i >= 0: + var node := _tracked_nodes[i] + + # While we are iterating tracked_nodes, remove if anyone is invalid. + + if not is_instance_valid(node): + _logger.trace("while recording tick(%s): dropping invalid node at index %s", [tick, i]) + _tracked_nodes.remove_at(i) + i -= 1 + continue + + snapshot_dict[node] = _take_snapshot_for_node(node) + i -= 1 + + _logger.trace("recorded tick(%s): recorded %s node(s)", [tick, snapshot_dict.size()]) + _snapshots_by_tick[tick] = snapshot_dict + +## Restore the collision aware nodes to given tick. +## If any of the collision aware nodes was not alive for given tick, +## This function will disable them. +func restore_tick(tick: int) -> void: + if not _snapshots_by_tick.has(tick): + _logger.warning( + "No snapshot recorded for tick %s (maybe older history or never recorded). Skipping restore.", + [tick] + ) + return + + var snapshot_dict := _snapshots_by_tick[tick] as Dictionary + var restored_count := 0 + var excluded_count := 0 + + for node in _tracked_nodes: + if not is_instance_valid(node): + continue + + if snapshot_dict.has(node): + var snap : _CollisionSnapshot = snapshot_dict[node] + snap.restore_node(node) + restored_count += 1 + else: + # Not tracked yet at this historical tick -> didn't exist in the sim yet. + _exclude_from_collision(node) + excluded_count += 1 + + _logger.trace( + "restored tick(%s): restored %s node(s), excluded %s node(s) not yet alive at this tick", + [tick, restored_count, excluded_count] + ) + +## Excludes a node from all collision queries. Not snapshot-driven - a node with no +## recorded snapshot at this tick has no data to restore from, only a fact to enforce +## ("this didn't exist yet"), so this stays a plain type check against the live node. +func _exclude_from_collision(node: Node) -> void: + _logger.trace("Excluding node %s from collision (not alive at this historical tick)", [node.name]) + if node is CollisionShape3D or node is CollisionShape2D: + node.disabled = true + elif node is Area3D or node is Area2D: + node.monitoring = false + node.monitorable = false + node.collision_layer = 0 + +## Capture the current state of simulation aware collision nodes. +## This is used to restore the latest after our operation is done. +## Internally [_SimulatorServer] will restore to this state by calling restore_snapshot. +func capture_current_state() -> Dictionary: + # Node -> _CollisionSnapshot + var live : Dictionary = {} + var i := _tracked_nodes.size() - 1 + while i >= 0: + var node := _tracked_nodes[i] + if not is_instance_valid(node): + _logger.trace("capturing current state(): dropping invalid node at index %s", [i]) + _tracked_nodes.remove_at(i) + i -= 1 + continue + + live[node] = _take_snapshot_for_node(node) + i -= 1 + + _logger.trace("captured current state(): captured %s node(s)", [live.size()]) + return live + + +## Restore simulation aware collision nodes to given snapshot dict. +func restore_snapshot(snapshot_dict: Dictionary) -> void: + var restored_count := 0 + + for node in snapshot_dict: + + if not is_instance_valid(node): + continue + + var collision_snapshot : _CollisionSnapshot = snapshot_dict[node] + collision_snapshot.restore_node(node) + restored_count += 1 + + _logger.trace("restored snapshot(): restored %s node(s) to captured live state", [restored_count]) + +## Trim ticks that we dont need anymore. +## Will trim every tick older than param beginning. (not inclusive) +func trim_ticks(beginning: int) -> void: + for tick in _snapshots_by_tick.keys(): + if tick < beginning: + _snapshots_by_tick.erase(tick) + _logger.trace("trimming tick#%s", [tick]) diff --git a/addons/netfox/simulator-time-tracker.gd b/addons/netfox/simulator-time-tracker.gd new file mode 100644 index 000000000..b8b68b53c --- /dev/null +++ b/addons/netfox/simulator-time-tracker.gd @@ -0,0 +1,413 @@ +extends RefCounted +class_name _SimulatorTimeTracker + +## Helper class for keeping track of how each client's time relates to the +## host's: the [b]input lead[/b] and the [b]view delay[/b]. +## +## [b]Time model[/b]: the host's tick is the truth, the host simulates everyone +## at its current tick. Clients stamp their inputs some ticks ahead of their +## own tick, so the inputs arrive at the host before the host needs them. How +## far ahead is the input lead. +## [br][br] +## [b]Input lead[/b] is computed by each client on its own, from the round +## trip time measured by time synchronization: +## [codeblock] +## lead = ceil((rtt / 2 + rtt_jitter + margin) / ticktime) +## [/codeblock] +## where margin is [code]netfox/simulator/input_lead_margin[/code], in +## seconds. Clients with a good connection get a small lead, clients with a bad +## connection a big one, each only pays for its own connection. The host's own +## inputs need no lead, so it is always 0 on the host. +## [br][br] +## [b]Maximum lead[/b]: the lead never goes above +## [code]netfox/simulator/max_input_lead[/code]. Clients with an even worse +## connection still play, but their inputs may arrive late, and the host +## predicts them. The host drops inputs stamped further ahead than the maximum +## lead plus [constant INPUT_TICK_TOLERANCE], see +## [method is_input_tick_accepted]. Without that, a single input stamped far +## in the future would push everyone's inputs out of the history buffers. +## Example, with 64 ticks of history: +## [codeblock] +## host tick | 1000 +## input arrives stamped | 1100 +## per tick input buffer now holds | 1037 .. 1100 +## host needs the inputs of 1000 | gone from the buffer, for every player +## [/codeblock] +## [b]History size[/b]: inputs and predicted states are kept for ticks in the +## future too, so the InputSender and Simulator history buffers hold +## [code]history_limit[/code] ticks of the past, plus room for the future, see +## [method get_future_history_ticks]. Example with the defaults, 64 ticks of +## past and 1 second of maximum lead at 30 ticks per second: +## [codeblock] +## room for the future | 30 + 2 (tolerance) = 32 ticks +## buffer size | 64 + 32 = 96 ticks +## host tick | 1000 +## stamps accepted | up to 1032 +## past always kept | 937 .. 1000, whatever honest clients stamp +## [/codeblock] +## [br] +## The lead is set once time synchronization is done, then moves by at most 1 +## tick every [constant LEAD_CHANGE_INTERVAL] seconds. No input is lost or +## sent twice when it changes, see [_InputSenderServer]: +## [br]- growing by 1 skips a stamp, which is filled with a predicted input, +## see [code]_predict_input[/code] in [InputSender]. +## [br]- shrinking by 1 would stamp two inputs with the same tick, so the +## second one is held for a tick and merged into the next one, see +## [code]_merge_input[/code] in [InputSender]. +## [br][br] +## [b]View delay[/b] is the number of ticks between the tick a client stamps +## its inputs with ([code]tick + lead[/code]) and the tick of the host's +## simulation that the client is seeing. When a client fires an input stamped +## [code]t[/code], it was seeing the host's simulation at tick +## [code]t - view_delay[/code]. [_SimulatorServer] uses this to find the tick +## to rewind to when registering projectiles. +## [br][br] +## [b]Why the lead is part of the view delay[/b]: the host only knows the +## stamped tick of a fire input, so the view delay has to use the same +## numbers. Example, with a lead of 5: +## [codeblock] +## client tick when firing | 100 +## newest state the client sees | 97 +## fire input stamped | 100 + 5 = 105 +## view delay without lead | 100 - 97 = 3 -> host rewinds to 102, wrong +## view delay with lead | 105 - 97 = 8 -> host rewinds to 97, right +## [/codeblock] +## [br] +## [b]Measuring[/b]: clients measure their view delay every time a simulator +## state arrives from the host, as [code]current tick - state tick[/code], and +## keep that value until the next state arrives. The lead is added when the +## sample is sent. Full states arrive at least every +## [code]netfox/simulator/full_state_interval[/code] ticks, which keeps the +## measurement fresh. +## [br][br] +## [b]Why on arrival[/b]: with diff states, the host sends nothing while +## nothing changes. Computing [code]current tick - newest received tick[/code] +## every tick instead would keep growing in that case, even though the client +## still sees an up to date world. Example, with a real view delay of 10 ticks +## and nothing changing after tick 100: +## [codeblock] +## client tick | arrives | every tick | on arrival +## 110 | state for tick 100 | 10 | 10 +## 120 | nothing | 20 | 10 +## 130 | nothing | 30 | 10 +## 134 | full state for 124 | 10 | 10 +## [/codeblock] +## If the client fires at tick 130, it sees the world as it is at tick 120, +## since nothing changed between 100 and 120. With 30, the host would start the +## projectile at tick 100 and step it 20 ticks too many, so it ends up further +## along its path than where the client fired it. With 10, it starts at 120. +## [br][br] +## The downside is lag spikes: if states are stuck on the network instead, +## the client can't tell that apart from "nothing changed", see the TODO below. +## [br][br] +## [b]Sending[/b]: clients send [code](stamped tick, view delay)[/code] +## samples to the host, 6 bytes each, on an unreliable command. To keep traffic +## low, a sample is sent: +## [br]- periodically, every +## [code]netfox/simulator/view_delay_send_interval[/code] seconds, and +## [br]- immediately, if the view delay changed by at least +## [code]netfox/simulator/view_delay_change_threshold[/code] seconds since the +## last sample sent. +## [br]Changes smaller than that are just network jitter, and are picked up by +## the next periodic sample. A lost sample is fine too, the next one replaces it. +## [br]Both settings are in seconds, so they behave the same at any tick rate. +## They're converted to ticks with the current tick rate every time they're +## used, so they follow the tick rate even if a client adjusts its tick rate +## to the host's, see [code]netfox/time/tickrate_mismatch_action[/code]. +## [br][br] +## [b]Storing[/b]: the host keeps a per peer history of samples, mapping +## stamped ticks to view delays. This way every projectile is matched with the +## view delay at the tick it was fired, even if fire events from different +## ticks arrive at the same time, e.g. after a lag spike. Samples are kept in +## buffers as big as the Simulator history, older ones are dropped +## automatically. Samples stamped too far ahead are ignored, same as inputs. +## [br][br] +## Used by [_SimulatorServer] internally. + +# TODO: Detect lag spikes? During a spike we should use +# current tick - newest received tick as view delay instead? + +## The input lead moves by at most 1 tick this often, in seconds, see the +## class description. +const LEAD_CHANGE_INTERVAL := 1.0 + +## Clients' ticks follow the host's only as close as time synchronization +## gets them. The host accepts inputs stamped this many ticks past the maximum +## lead, so honest clients are never dropped for a tick of clock difference. +## This also covers a client's predicted state, which is one tick past its +## newest input, see [_SimulatorServer]. +const INPUT_TICK_TOLERANCE := 2 + +var _owner: Node = null +var _cmd_view_delay: _NetworkCommandServer.Command = null +var _history_size: int = 64 +var _logger := NetfoxLogger._for_netfox("SimulatorTimeTracker") + +# Settings in seconds, set in initialize(). They're converted to ticks when +# used, see the class description. +var _input_lead_margin : float = 0.1 +var _max_input_lead : float = 1.0 +var _view_delay_send_interval : float = 0.25 +var _view_delay_change_threshold : float = 0.06 + +# Room for the future in the history buffers, set in initialize(). Same value +# the history buffers were created with, see get_future_history_ticks(). +var _future_history_ticks : int = 32 + +# Client side: current input lead in ticks, 0 until round trip time is known +var _input_lead : int = 0 + +# Client side: whether the lead jumped to its first target yet +var _has_input_lead : bool = false + +# Client side: tick of the last lead change, -1 if never changed +var _last_lead_change_tick : int = -1 + +# Client side: latest measured view delay, before adding the lead. Can be -1 +# on very low latency, see _on_simulator_state. Only valid once a state was +# received, see _latest_received_tick. +var _local_view_delay: int = 0 + +# Client side: newest simulator state tick received from the host, -1 if +# nothing received yet +var _latest_received_tick: int = -1 + +# Client side: last sample sent, -1 if nothing sent yet +var _last_sent_tick: int = -1 +var _last_sent_view_delay: int = -1 + +# Host side: peer id (int) -> _HistoryBuffer of stamped tick -> view delay +var _view_delay_histories: Dictionary = {} + +## Initialize needs to be called by the owner node, from its _ready(). +## Commands must be registered in the same order on every peer, which is +## guaranteed for autoloads. +## [br][br] +## [param history_size] is the size of the view delay sample buffers, the same +## as the Simulator history buffers, including the room for the future. +func initialize(owner: Node, command_server: _NetworkCommandServer, synchronization_server: _NetworkSynchronizationServer, history_size: int) -> void: + _owner = owner + _history_size = history_size + + _input_lead_margin = ProjectSettings.get_setting("netfox/simulator/input_lead_margin", 0.1) as float + _max_input_lead = ProjectSettings.get_setting("netfox/simulator/max_input_lead", 1.0) as float + _view_delay_send_interval = ProjectSettings.get_setting("netfox/simulator/view_delay_send_interval", 0.25) as float + _view_delay_change_threshold = ProjectSettings.get_setting("netfox/simulator/view_delay_change_threshold", 0.06) as float + _future_history_ticks = get_future_history_ticks() + + _cmd_view_delay = command_server.register_command(_handle_view_delay, MultiplayerPeer.TRANSFER_MODE_UNRELIABLE) + + synchronization_server._on_simulator.connect(_on_simulator_state) + NetworkTime.after_sync.connect(_on_after_sync) + NetworkTime.after_tick_loop.connect(_after_tick_loop) + + owner.multiplayer.peer_disconnected.connect(_on_peer_disconnected) + owner.multiplayer.connected_to_server.connect(_reset_client) + owner.multiplayer.server_disconnected.connect(_reset_client) + +## Returns how many ticks the InputSender and Simulator history buffers keep +## for the future, on top of [code]history_limit[/code] ticks of the past: +## [code]netfox/simulator/max_input_lead[/code] in ticks, plus +## [constant INPUT_TICK_TOLERANCE]. +## [br][br] +## Static, so NetworkHistoryServer can size its buffers before +## [_SimulatorServer] exists. Uses the tick rate at the time it's called. +## Buffers are created at startup, before any tick rate adjustment. +static func get_future_history_ticks() -> int: + var max_input_lead := ProjectSettings.get_setting("netfox/simulator/max_input_lead", 1.0) as float + return maxi(0, ceili(max_input_lead / NetworkTime.ticktime)) + INPUT_TICK_TOLERANCE + +## Returns the maximum input lead in ticks, see the class description. +## [br][br] +## Converted with the current tick rate. If the tick rate went up since the +## history buffers were created, e.g. a client adjusted to a faster host, the +## same seconds would be more ticks than the buffers have room for. So it's +## capped to the room the buffers have. +func get_max_input_lead_ticks() -> int: + var max_ticks := maxi(0, ceili(_max_input_lead / NetworkTime.ticktime)) + return mini(max_ticks, _future_history_ticks - INPUT_TICK_TOLERANCE) + +## Returns whether an input stamped [param stamped_tick] is accepted, when our +## current tick is [param current_tick]. Inputs stamped further ahead than the +## maximum lead are not, see the class description. +func is_input_tick_accepted(stamped_tick: int, current_tick: int) -> bool: + return stamped_tick <= current_tick + get_max_input_lead_ticks() + INPUT_TICK_TOLERANCE + +## Returns how many ticks ahead this peer stamps its inputs. Always 0 on the +## host. Only changes between tick loops, so it's the same for a whole loop. +func get_input_lead() -> int: + if _owner.multiplayer.is_server(): + return 0 + return _input_lead + +## Returns the view delay [param peer] had at [param tick], or [param default] +## if there's no sample for it, e.g. the peer hasn't reported yet, or +## [param tick] is older than the history. +## [br][br] +## [param tick] is a tick stamped by the peer, e.g. the tick of its fire input. +func get_view_delay(peer: int, tick: int, default: int) -> int: + var history := _view_delay_histories.get(peer) as _HistoryBuffer + if history == null: + return default + + var view_delay: Variant = history.get_latest_at(tick) + if view_delay == null: + return default + + return view_delay as int + +## Client side: returns the view delay this client reports to the host, lead +## included, or -1 if no simulator state arrived yet. Same value as the next +## sample sent, see [method _send_view_delay]. +func get_reported_view_delay() -> int: + if _latest_received_tick < 0: + return -1 + return maxi(0, _local_view_delay + _input_lead) + +## Host side: returns the newest view delay [param peer] reported, or -1 if it +## hasn't reported yet. Not clamped to [code]max_view_delay_ticks[/code]. +func get_latest_view_delay(peer: int) -> int: + var newest_accepted_tick := NetworkTime.tick + get_max_input_lead_ticks() + INPUT_TICK_TOLERANCE + return get_view_delay(peer, newest_accepted_tick, -1) + +# Client side, called for every simulator state received from the host. +func _on_simulator_state(snapshot: _Snapshot) -> void: + # Ignore states arriving out of order, the client already sees a newer one + if snapshot.tick < _latest_received_tick: + return + + # The host sends the state after its tick T as T + 1. On very low latency, + # e.g. LAN, it can arrive while we're still at tick T, so this can be -1. + # Don't clamp it here, the lead is added when sending, and the sum is + # clamped there. + _latest_received_tick = snapshot.tick + _local_view_delay = NetworkTime.tick - snapshot.tick + +# Client side, called when NetworkTime starts ticking. Round trip time is known +# by then, so the lead is set before the first input is stamped. +func _on_after_sync() -> void: + _input_lead = 0 + _has_input_lead = false + _last_lead_change_tick = -1 + + if _is_connected_client(): + _update_input_lead() + +# Client side, called after every tick loop. The lead is updated here, so it +# stays the same for a whole tick loop. +func _after_tick_loop() -> void: + if not _is_connected_client(): + return + + _update_input_lead() + _send_view_delay() + +# Client side, moves the input lead towards its target, see class description. +func _update_input_lead() -> void: + if not NetworkTime.is_initial_sync_done(): + # Round trip time not measured yet + return + + var rtt := NetworkTimeSynchronizer.rtt + var one_way := rtt / 2.0 + NetworkTimeSynchronizer.rtt_jitter + _input_lead_margin + var target := mini(ceili(one_way / NetworkTime.ticktime), get_max_input_lead_ticks()) + + if not _has_input_lead: + # First measurement, jump straight to it + _input_lead = target + _has_input_lead = true + _last_lead_change_tick = NetworkTime.tick + _logger.debug("Input lead set to %d ticks", [_input_lead]) + return + + if target == _input_lead: + return + + var lead_change_interval_ticks := maxi(1, ceili(LEAD_CHANGE_INTERVAL / NetworkTime.ticktime)) + if NetworkTime.tick - _last_lead_change_tick < lead_change_interval_ticks: + return + + _input_lead += signi(target - _input_lead) + _last_lead_change_tick = NetworkTime.tick + _logger.debug("Input lead changed to %d ticks, target %d", [_input_lead, target]) + +# Client side, sends a sample if it's time for a periodic one, or if the view +# delay changed enough, see netfox/simulator/view_delay_change_threshold. +func _send_view_delay() -> void: + if _latest_received_tick < 0: + # Nothing measured yet + return + + # This is the tick whose inputs are gathered next, so a fire input made + # right after this gets this tick stamped with the lead. Both the tick and + # the view delay are in stamped tick numbers, see class description. + var tick := NetworkTime.tick + _input_lead + var view_delay := maxi(0, _local_view_delay + _input_lead) + + # At least 1 tick, in case the interval is shorter than a tick + var send_interval_ticks := maxi(1, ceili(_view_delay_send_interval / NetworkTime.ticktime)) + # At least 2 ticks, so +/- 1 tick of jitter never counts as a change + var change_threshold_ticks := maxi(2, ceili(_view_delay_change_threshold / NetworkTime.ticktime)) + + var is_periodic := _last_sent_tick < 0 or tick - _last_sent_tick >= send_interval_ticks + var has_changed := absi(view_delay - _last_sent_view_delay) >= change_threshold_ticks + if not is_periodic and not has_changed: + return + + var buffer := StreamPeerBuffer.new() + buffer.put_u32(tick) + buffer.put_u16(mini(view_delay, 0xFFFF)) + _cmd_view_delay.send(buffer.data_array, MultiplayerPeer.TARGET_PEER_SERVER) + + _last_sent_tick = tick + _last_sent_view_delay = view_delay + +func _is_connected_client() -> bool: + var multiplayer := _owner.multiplayer + if not multiplayer.has_multiplayer_peer() or multiplayer.is_server(): + return false + + return multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED + +# Host side, stores a sample reported by a client. +func _handle_view_delay(sender: int, data: PackedByteArray) -> void: + if not _owner.multiplayer.is_server(): + return + + if data.size() != 6: + _logger.warning("Received malformed view delay from peer #%d, ignoring", [sender]) + return + + var buffer := StreamPeerBuffer.new() + buffer.data_array = data + var tick := buffer.get_u32() + var view_delay := buffer.get_u16() + + # A sample stamped far ahead would wipe this peer's own samples, same as + # inputs would, see is_input_tick_accepted() + if not is_input_tick_accepted(tick, NetworkTime.tick): + _logger.warning( + "Dropping view delay from peer #%d stamped @%d, too far ahead of @%d", + [sender, tick, NetworkTime.tick]) + return + + # Ticks older than the history size are dropped by the buffer itself + var history := _view_delay_histories.get(sender) as _HistoryBuffer + if history == null: + history = _HistoryBuffer.new(_history_size) + _view_delay_histories[sender] = history + + history.set_at(tick, view_delay) + +func _on_peer_disconnected(peer: int) -> void: + _view_delay_histories.erase(peer) + +# Client side, start measuring from scratch on every new connection. +func _reset_client() -> void: + _local_view_delay = 0 + _latest_received_tick = -1 + _input_lead = 0 + _has_input_lead = false + _last_lead_change_tick = -1 + _last_sent_tick = -1 + _last_sent_view_delay = -1 diff --git a/addons/netfox/simulator.gd b/addons/netfox/simulator.gd new file mode 100644 index 000000000..40c952958 --- /dev/null +++ b/addons/netfox/simulator.gd @@ -0,0 +1,313 @@ +@tool +extends Node +class_name Simulator + +## @experimental [Simulator] name is a wip. [br] +## Simulates network logic depending on network authority. Make sure to read +## them before using [Simulator].[br] +## +## There are 3 seperate workflows [Simulator] operate on. [br][br] +## +## 1- Host - this [Simulator] has network authority, but [InputSender]'s +## input_node (your custom player_input.gdcript code) belongs to some other peer. +## This would be your typical server (host) but doesnt have to be if you are going +## for some custom solution (example: mesh network).[br] +## +## On host [Simulator] runs _simulated_tick functions with new inputs which +## is received by [InputSender]. After running _simulated_tick with new received +## inputs, [Simulator] broadcasts ground truth (state properties) to peers. +## +## 2- Authoritative peer - this [Simulator] doesnt have network authority, but +## [InputSender]s input_node (your custom player_input.gdscript code) belongs to +## local peer. This would be your typical player. [br] +## +## On authoritative peer, [Simulator] runs _simulated_tick with [InputSender]'s +## fresh local inputs (inputs that may or may not have been sent to server at this point). +## After applying true state, [Simulator] re-runs _simulated_tick to reach current +## game state. [br][br] +## +## 3- Puppet peer - both [Simulator] and [InputSender]s input_node (your custom +## player_input.gdscript code) doesnt have authority. This is how you see remote +## players when you are playing the game. For example your friend is a puppet player +## in your game. [br] +## +## On puppet peers, [Simulator] only applies truth received from host +## For most games this will be enough. Even with [InputSender] broadcast toggled on from +## project settings, there is no point in re-running _simulated_ticks because server +## sends states with inputs at the same time. For puppet peers we simply dont know +## their future inputs. [br][br] +## +## TODO: Simulator can have option to predict if input_broadcast is on for inputsender. [br] +## [br] +## [b]Ticks[/b]: simulating works the same way as rollback. For tick T, the +## inputs of tick T are applied, then [code]_simulated_tick(delta, T, is_fresh)[/code] +## is called, and the resulting state is recorded as the state of tick T + 1: +## [codeblock] +## func _simulated_tick(delta: float, tick: int, is_fresh: bool) -> void: +## # Inputs of tick are applied here, the state you leave behind +## # is the state of tick + 1 +## velocity = input.movement * speed +## move_and_slide() +## [/codeblock] +## [code]is_fresh[/code] is true the first time a tick is simulated. Local +## authoritative peers simulate the same tick again after receiving the truth +## from the host, with [code]is_fresh[/code] false, so use it for effects like +## sounds that should play once. + +## The root node for resolving node paths in properties. Defaults to the parent node. +@export var root: Node = get_parent() + +## [Simulator] needs [InputSender] assigned to work with at the first place. +## Any authority change to [InputSender]'s input node (example PlayerInput) requires +## calling [method Simulator.process_settings]. +## Changing or assigning [InputSender] during runtime is not recommended by design, but also +## requires call to [method Simulator.process_settings]. +@export var listened_input_sender : InputSender = null + +@export_group("State") +## Properties that define the game state. +## [br][br] +## State properties are recorded for each tick. +## State is restored when host broadcasts truth, [Simulator] then will accept this +## as true state and apply it.[Simulator] will call _simulated_tick for the t. +@export var state_properties: Array[String] + +# Simulated nodes. +var _sim_nodes := [] as Array[Node] + +## Decides which peers will receive updates +var visibility_filter := PeerVisibilityFilter.new() + +@onready var _logger: NetfoxLogger = NetfoxLogger._for_netfox("Simulator:" + root.name) + +var _state_properties := _PropertyPool.new() + +# Nodes with a schema registered through this Simulator, see set_schema() +var _schema_nodes := _Set.new() + +var _properties_dirty: bool = false + +# Dictionary (root node) -> (managing simulator) +# Used to check for foreign roots when gathering simulated nodes. +static var _managed_roots := {} + +func _ready() -> void: + if Engine.is_editor_hint(): + return + + process_settings.call_deferred() + + # Reprocess authority on connect + if NetworkEvents.enabled: + # User might change `multiplayer` - `NetworkEvents` handles that + NetworkEvents.on_client_start.connect(func(__): process_settings()) + else: + multiplayer.connected_to_server.connect(process_settings) + +func _enter_tree() -> void: + if Engine.is_editor_hint(): + return + + _managed_roots[root] = self + + if not visibility_filter: + visibility_filter = PeerVisibilityFilter.new() + + if not visibility_filter.get_parent(): + add_child(visibility_filter) + +func _exit_tree() -> void: + if Engine.is_editor_hint(): + return + + _managed_roots.erase(root) + + + for node in _sim_nodes + _state_properties.get_subjects(): + NetworkSynchronizationServer.deregister(node) + NetworkIdentityServer.deregister_node(node) + NetworkHistoryServer.deregister(node) + + SimulatorServer.deregister_simulator(self) + + +func _notification(what: int) -> void: + if what == NOTIFICATION_EDITOR_PRE_SAVE: + update_configuration_warnings() + +func _get_configuration_warnings() -> PackedStringArray: + if not root: + root = get_parent() + + # Explore state and input properties + if not root: + return ["No valid root node found!"] + + var result := PackedStringArray() + result.append_array(_NetfoxEditorUtils.gather_properties(root, "_get_simulator_state_properties", + func(node, prop): + add_state(node, prop) + )) + + return result + +## Process settings. +## [br][br] +## Call this after any change to configuration. Updates based on authority too +## ( calls process_authority ). +func process_settings() -> void: + _sim_nodes.clear() + + process_authority() + + # Gather simulated nodes. + var managed_nodes := [root] + _collect_managed_nodes(root) + _logger.debug("Filtering managed nodes: %s", [managed_nodes]) + for node in managed_nodes: + if node.has_method("_simulated_tick"): + _sim_nodes.push_back(node) + + # Register identifiers + for node in _state_properties.get_subjects(): + NetworkIdentityServer.register_node(node) + + # Register visibility filter + for node in _state_properties.get_subjects(): + NetworkSynchronizationServer.register_visibility_filter(node, visibility_filter) + +## Process settings based on authority. +## [br][br] +## Call this whenever the authority of input node changes. +## Make sure to do this at the same time on all peers. +func process_authority(): + # First de-register. + SimulatorServer.deregister_simulator(self) + + for node in _state_properties.get_subjects(): + for property in _state_properties.get_properties_of(node): + NetworkHistoryServer.deregister_simulator(node, property) + NetworkSynchronizationServer.deregister_simulator(node, property) + + # Process authority + _state_properties.set_from_paths(root, state_properties) + + if not listened_input_sender: + _logger.error("Simulator needs listened_input_sender configured and valid.") + return + + # Register state properties. + for node in _state_properties.get_subjects(): + for property in _state_properties.get_properties_of(node): + NetworkHistoryServer.register_simulator(node, property) + NetworkSynchronizationServer.register_simulator(node, property) + + SimulatorServer.register_simulator(self) + +## Add a state property. +## [br][br] +## Settings will be automatically updated. The [param node] may be a string or +## [NodePath] pointing to a node, or an actual [Node] instance. If the given +## property is already tracked, this method does nothing. +func add_state(node: Variant, property: String): + var property_path := PropertyEntry.make_path(root, node, property) + if not property_path or state_properties.has(property_path): + return + + state_properties.push_back(property_path) + _properties_dirty = true + _reprocess_settings.call_deferred() + +## Set the schema for transmitting properties over the network. +## [br][br] +## The [param schema] must be a dictionary, with the keys being property path +## strings, and the values are the associated [NetworkSchemaSerializer] objects. +## Properties are interpreted relative to the [member root] node. The schema +## should contain state properties, input properties are set on the +## [member listened_input_sender] instead. Properties not specified in the +## schema will use a generic fallback serializer. By using the right serializer +## for the right property, bandwidth usage can be lowered. +## [br][br] +## The schema must be the same on every peer. +## [br][br] +## See [NetworkSchemas] for many common serializers. +## [br][br] +## Example: +## [codeblock] +## simulator.set_schema({ +## ":global_transform": NetworkSchemas.transform3f32(), +## ":velocity": NetworkSchemas.vec3f32() +## }) +## [/codeblock] +func set_schema(schema: Dictionary) -> void: + # Remove previous schema + clear_schema() + + # Register new schema + merge_schema(schema) + +## Add serializers from [param schema]. +## [br][br] +## See [method set_schema] for specifying [param schema]. As opposed to [method +## set_schema], this method updates the schema, instead of overriding it. If +## a property had a serializer specified previously, this will replace it. +func merge_schema(schema: Dictionary) -> void: + for prop in schema: + var prop_entry := PropertyEntry.parse(root, prop) + var serializer := schema[prop] as NetworkSchemaSerializer + NetworkSynchronizationServer.register_schema(prop_entry.node, prop_entry.property, serializer) + _schema_nodes.add(prop_entry.node) + +## Clear any serializers specified earlier. +## [br][br] +## See [method set_schema]. +func clear_schema() -> void: + for node in _schema_nodes: + NetworkSynchronizationServer.deregister_schema_for(node) + _schema_nodes.clear() + +## Check if this [Simulator] has authority over its inputs via listened_input_sender +## This helper is used by SimulatorServer internally. +func has_authority_over_inputs() -> bool: + if not listened_input_sender: + return false + + return listened_input_sender.has_authority_over_input_nodes() + +func _reprocess_settings() -> void: + if not _properties_dirty or Engine.is_editor_hint(): + return + + _properties_dirty = false + + process_settings() + +# Helper function to run simulation with given parameters. +# This function is used by SimulatorServer internally. +func _run_simulation(delta : float, tick : int, is_fresh : bool) -> void: + for node in _sim_nodes: + if node: + node.call("_simulated_tick", delta, tick, is_fresh) + +# Find managed nodes recursively from given root, ignoring branches managed by +# a different [Simulator]. +func _collect_managed_nodes(root: Node) -> Array[Node]: + var result: Array[Node] = [] + for child in root.get_children(): + if _is_foreign_simulator_root(child): + continue + result.append(child) + result.append_array(_collect_managed_nodes(child)) + return result + +# Returns true if the node is the root of a different [Simulator]. +func _is_foreign_simulator_root(node: Node) -> bool: + if not _managed_roots.has(node): + # No simulator, treat node as root + return false + + if _managed_roots[node] == self: + # Node is our own root + return false + + # Node is foreign root + return true diff --git a/docs/netfox/guides/network-schemas.md b/docs/netfox/guides/network-schemas.md index d6f1e5e44..8fe0a1c14 100644 --- a/docs/netfox/guides/network-schemas.md +++ b/docs/netfox/guides/network-schemas.md @@ -57,10 +57,10 @@ experience. ## Registering a schema -Both [RollbackSynchronizer] and [StateSynchronizer] expose a `set_schema()` -method, that can be used to register the schema used for transmitting -properties over the network. This method takes a dictionary, with the keys -being property path strings, and the values being serializers: +[RollbackSynchronizer], [StateSynchronizer], InputSender and Simulator all +expose a `set_schema()` method, that can be used to register the schema used for +transmitting properties over the network. This method takes a dictionary, with +the keys being property path strings, and the values being serializers: ```gdscript rollback_synchronizer.set_schema({ diff --git a/docs/netfox/guides/simulation.md b/docs/netfox/guides/simulation.md new file mode 100644 index 000000000..9fcadcb5c --- /dev/null +++ b/docs/netfox/guides/simulation.md @@ -0,0 +1,262 @@ +# Simulation + +!!!warning + Simulation is *experimental*, meaning the API may change in breaking ways, + and may be less stable than other features. + + *Simulator* is also a work in progress name, we couldn't find a better one + yet. Suggestions are welcome! + +Simulation is an alternative to [rollback], in the style of Counter-Strike's +netcode. Inputs are sent to the host, the host simulates everyone and +broadcasts the ground truth, and each player predicts only their own +character. + +Provided by the *SimulatorServer* and *InputSenderServer* autoloads. Most of the +time you do not need to use these - the [Simulator] and [InputSender] nodes +handle simulation for you. + +## Simulation or rollback? + +| | Rollback | Simulation | +|---|---|---| +| Host | Rewinds and re-simulates when inputs arrive late | Runs one tick per tick, never changes the past | +| Late inputs | Applied by re-simulating | Predicted, late ones are never applied | +| Clients | Predict and re-simulate every rollback-aware node | Predict only their own player, show the truth for everything else | +| Game state | Kept consistent across every node | Only the simulated node itself | + +Simulation is easier to code than rollback, because the game state is never +rewound under your feet. In exchange, remote objects are not predicted, and +interactions between players are decided by the host alone. + +## Time model + +The host's tick is the truth. The host simulates everyone, its own player and +remote players, at its current tick. Clients stamp their inputs ahead of their +own tick, so the inputs arrive before the host needs them. Clients predict +their own player up to tick + input lead. + +Simulating tick T applies the inputs of tick T, calls `_simulated_tick(delta, +T, is_fresh)`, and the resulting state is recorded as the state of tick T + 1. +Example for the host, at tick 100: + +``` +after_tick | input of tick 100 is recorded +SimulatorServer | inputs of 100 applied, _simulated_tick(delta, 100) + | state recorded and sent as tick 101 +after_tick_loop | state of tick 101 is shown +``` + +This also puts Simulators in the same tick numbers as [StateSynchronizer]s, +which record state after a tick as tick + 1 too. + +An authoritative peer restores the latest truth, then re-simulates up to its +newest input. Example, with a lead of 5 at tick 100, and the latest truth for +tick 97: restore the state of 97, then simulate ticks 97 .. 105 with their +inputs. The result is the state of tick 106, which is shown. + +## Input lead + +How far ahead clients stamp their inputs is the *input lead*. Each client +computes it on its own, from the round trip time measured by +[time synchronization]: + +``` +lead = ceil((rtt / 2 + rtt_jitter + margin) / ticktime) +``` + +Clients with a good connection get a small lead, clients with a bad connection +a big one, each only pays for its own connection. The host's own inputs need no +lead, so it is always 0 on the host. + +The lead never goes above `netfox/simulator/max_input_lead`. Clients with an +even worse connection still play, but their inputs may arrive late, and the +host predicts them. The host drops inputs stamped further ahead than the +maximum lead. + +The lead moves by at most 1 tick every second. No input is lost or sent twice +when it changes: + +* growing by 1 skips a stamp, which is filled with a predicted input +* shrinking by 1 would stamp two inputs with the same tick, so the second one + is held for a tick and merged into the next one + +See [predicting and merging inputs] to customize these. + +## View delay + +*View delay* is the number of ticks between the tick a client stamps its +inputs with (`tick + lead`) and the tick of the host's simulation that the +client is seeing. When a client fires an input stamped `t`, it was seeing the +host's simulation at tick `t - view_delay`. The host uses this to find the tick +to rewind to when [registering projectiles](#projectiles). + +The host only knows the stamped tick of a fire input, so the lead is part of +the view delay. Example, with a lead of 5: + +``` +client tick when firing | 100 +newest state the client sees | 97 +fire input stamped | 100 + 5 = 105 +view delay | 105 - 97 = 8 -> host rewinds to 97 +``` + +Clients measure their view delay every time a simulator state arrives from the +host, and send samples to the host periodically, or immediately if it changed +enough. The view delay is reported by the client, so the host doesn't trust it +blindly: it can't rewind further than `netfox/simulator/max_view_delay_ticks`. + +## Projectiles + +The host records simulation aware collision shapes and areas for every tick. +This gives developers a common past world space, where collisions can be +checked against what the firing player was seeing, with +`force_raycast_update()` or `force_shapecast_update()`. + +Projectiles fired by clients are caught up on the host in this past world. +Register them on the host with +`SimulatorServer.register_projectile(projectile, firing_peer_id, fired_tick)`. + +`fired_tick` is the tick of the fire input, e.g. the tick passed to +`_simulated_tick` when the fire input is applied, or the tick given by +`input_applied`. + +```gdscript +func _simulated_tick(delta: float, tick: int, is_fresh: bool) -> void: + if input.fire and multiplayer.is_server(): + var bullet := bullet_scene.instantiate() as Bullet + get_tree().root.add_child(bullet) + bullet.global_transform = muzzle.global_transform + SimulatorServer.register_projectile(bullet, input.get_multiplayer_authority(), tick) +``` + +Projectiles must implement `step` and `is_alive`. `step` is called once for +every simulated tick: + +```gdscript +extends Node3D +class_name Bullet + +@export var speed: float = 50.0 + +@onready var _ray_cast: RayCast3D = $RayCast3D + +func step(delta: float, tick: int) -> void: + # Check the distance travelled this tick + _ray_cast.target_position = Vector3.FORWARD * speed * delta + _ray_cast.force_raycast_update() + if _ray_cast.is_colliding(): + queue_free() + return + + global_position += -global_basis.z * speed * delta + +func is_alive() -> bool: + return not is_queued_for_deletion() +``` + +The projectile is caught up from the tick of the host's simulation that the +firing peer was seeing at `fired_tick`. Projectiles are stepped after +Simulators, so stepping a projectile for tick T checks it against the world +after this tick's movement, the state of T + 1. The same is true while catching +up. + +### Immediate checks + +A projectile doesn't have to fly. For immediate checks, e.g. a hitscan weapon, +do a single raycast in the first `step`, then free the node. It's not a true +projectile, but it's checked against the same past world: + +```gdscript +func step(delta: float, tick: int) -> void: + _ray_cast.force_raycast_update() + if _ray_cast.is_colliding(): + _hit(_ray_cast.get_collider()) + queue_free() + +func is_alive() -> bool: + return not is_queued_for_deletion() +``` + +### Simulation aware collision + +To catch up projectiles, the host records collision shapes and areas for every +tick, and restores them while catching up. Add `CollisionShape3D`, +`CollisionShape2D`, `Area3D` or `Area2D` nodes to the +`simulation_aware_collision` group to have them recorded. Nodes that were not +alive at a tick are disabled while catching up. + +!!!note + Nodes are picked up when they enter the tree. Add them to the group in the + scene, or in `_enter_tree()`. + +## History size + +Inputs and predicted states are kept for ticks in the future too, so the +InputSender and Simulator history buffers hold `history_limit` ticks of the +past, plus room for the future. Example with the defaults, 64 ticks of past and +1 second of maximum lead at 30 ticks per second: + +``` +room for the future | 30 + 2 (tolerance) = 32 ticks +buffer size | 64 + 32 = 96 ticks +``` + +## Settings + +*netfox/input_sender/input_redundancy*: each input packet also carries this +many previous inputs, in case some packets are lost. + +*netfox/input_sender/history_limit*: ticks of past inputs kept. + +*netfox/input_sender/enable_input_broadcast*: send inputs to every peer, not +only the host. + +*netfox/simulator/full_state_interval*: ticks between full states, diff states +are sent in between. If set to 0, full states are never sent. If set to 1, only +full states are sent. + +*netfox/simulator/enable_diff_states*: send only what changed since the +previous tick between full states. + +*netfox/simulator/history_limit*: ticks of past simulator state kept, also how +far back projectiles can be caught up. + +*netfox/simulator/max_view_delay_ticks*: most ticks the host rewinds when +catching up a client's projectile. + +*netfox/simulator/input_lead_margin*: clients stamp their inputs ahead by `rtt +/ 2 + jitter + margin`, in seconds. + +*netfox/simulator/max_input_lead*: clients never stamp their inputs further +ahead than this, in seconds. The host drops inputs stamped further ahead. + +*netfox/simulator/view_delay_send_interval*: seconds between periodic view +delay samples sent by clients. + +*netfox/simulator/view_delay_change_threshold*: view delay changes of at least +this many seconds are sent immediately. + +## Limitations + +* Lead changes show as a one-tick skip or repeat of the local player. +* Prediction errors are not smoothed, the local player snaps to the truth. +* View delay can't tell a lag spike from "nothing changed". +* Diff states are not acknowledged. A lost diff is only fixed by the next full + state. +* Derived physics state, e.g. `is_on_floor()`, is not restored with the truth + when re-simulating. See [Rollback caveats]. + +## Examples + +See `examples/simulated-player` for a [Simulator] driven character, and +`examples/server-side-vehicle` for a physics tank using `input_applied` and +[predicting and merging inputs]. + +[rollback]: ./network-rollback.md +[Simulator]: ../nodes/simulator.md +[InputSender]: ../nodes/input-sender.md +[StateSynchronizer]: ../nodes/state-synchronizer.md +[time synchronization]: ./network-time-synchronizer.md +[predicting and merging inputs]: ../nodes/input-sender.md#predicting-and-merging-inputs +[Rollback caveats]: ../tutorials/rollback-caveats.md diff --git a/docs/netfox/nodes/input-sender.md b/docs/netfox/nodes/input-sender.md new file mode 100644 index 000000000..fa505a639 --- /dev/null +++ b/docs/netfox/nodes/input-sender.md @@ -0,0 +1,152 @@ +# InputSender + +!!!warning + InputSender is *experimental*, meaning the API may change in breaking + ways, and may be less stable than other features. Feedback is welcome! + +Stores inputs and sends them to the host. The host either runs them through a +[Simulator], or emits `input_applied` to run your own host side logic with +them. + +## Configuring input + +To use *InputSender*, add it as a child to the target node, and configure it: + +*Root* is the root node for resolving node paths in inputs. Defaults to the +parent node. + +*Input properties* define the input for the game simulation. Input is recorded +after every network tick. Make sure that nodes containing input properties are +owned by their respective players. + +!!!note + *InputSender* has authority over its inputs if any of its input nodes has + authority. It's your responsibility to give all input nodes the same + owner. + +See [Property paths] on how to specify properties. + +## Gathering input + +Inputs are gathered once per tick, the same way as for rollback: set the input +properties before the tick, e.g. on `NetworkTime.before_tick_loop`: + +```gdscript +extends Node +class_name PlayerInput + +var movement: Vector3 = Vector3.ZERO + +func _ready() -> void: + NetworkTime.before_tick_loop.connect(_gather) + +func _gather() -> void: + if not is_multiplayer_authority(): + return + + movement = Vector3( + Input.get_axis("move_west", "move_east"), + 0.0, + Input.get_axis("move_north", "move_south") + ) +``` + +Clients stamp their inputs ahead of their own tick, so they arrive at the host +before the host needs them. See [input lead]. + +## Host side logic + +`input_applied(tick, is_predicted)` is emitted on the host, after every tick, +when the inputs of `tick` are applied to the input properties. Use it to run +host side logic with the inputs, e.g. for physics vehicles synchronized with a +[StateSynchronizer]. Whatever you change here is recorded as the state of +`tick + 1`, the same as with [Simulator] and rollback. + +```gdscript +func _on_input_sender_input_applied(tick: int, is_predicted: bool) -> void: + engine_force = input.movement.y * engine_power + # Don't fire on a guessed input + if input.fire and not is_predicted: + fire(tick) +``` + +It's emitted for every player, including the host's own. If the inputs of the +tick didn't arrive in time, `is_predicted` is true. Inputs arriving after their +tick was applied are never applied, the host doesn't change the past. + +The signal is not emitted on clients, and only emitted if something is +connected to it. + +## Predicting and merging inputs + +Sometimes netfox needs an input that was never gathered, or has to fit two +gathered inputs into one tick: + +* **predict**: an input is needed for a tick, but there is none. This happens + when a client's input lead grows and a stamp is skipped, and when the host + simulates a player whose input didn't arrive in time. +* **merge**: two inputs get the same stamp. This happens when a client's input + lead shrinks. + +Both are rare. By default, predicting copies the last input, and merging keeps +the newer input. For example, inputs that are only true for a single tick, like +a jump press, are copied by default when predicting, and the press happens +twice. When merging, the default drops the older press. + +If the defaults don't fit, implement these methods in the *root* node's script: + +```gdscript +# Return the input for a tick that has none. last is the latest input +# before it. May be called for multiple ticks in a row with the same last. +func _predict_input(last: Dictionary) -> Dictionary: + var predicted := last.duplicate() + predicted["Input:jump"] = false + return predicted + +# Return a single input made from two inputs that got the same tick. +# older was gathered one tick before newer. +func _merge_input(older: Dictionary, newer: Dictionary) -> Dictionary: + var merged := newer.duplicate() + merged["Input:jump"] = older["Input:jump"] or newer["Input:jump"] + return merged +``` + +Inputs are dictionaries, with the paths in *input properties* as keys, and the +input values as values. Properties missing from the returned dictionary keep +the value from `last` or `newer`. + +## Schemas + +Use `set_schema()` to pick serializers for input properties, and lower +bandwidth. The schema must be the same on every peer: + +```gdscript +input_sender.set_schema({ + "Input:movement": NetworkSchemas.vec3f32(), + "Input:aim": NetworkSchemas.vec3f32(), + "Input:is_firing": NetworkSchemas.bool8() +}) +``` + +See [Network schemas] for more. + +## Changing configuration + +Call `process_settings()` after any change to configuration, or use +`add_input()`, which updates settings automatically. + +Whenever the authority of the input nodes changes, call `process_authority()`. +Make sure to do this at the same time on all peers. If a [Simulator] listens to +this *InputSender*, update it too, see [Simulator](./simulator.md#changing-ownership). + +## Visibility + +*InputSender* has a `visibility_filter` that decides which peers will receive +updates. See [Visibility management]. + +[Simulator]: ./simulator.md +[StateSynchronizer]: ./state-synchronizer.md +[input lead]: ../guides/simulation.md#input-lead +[Property paths]: ../guides/property-paths.md +[Network schemas]: ../guides/network-schemas.md +[Visibility management]: ../guides/visibility-management.md diff --git a/docs/netfox/nodes/simulator.md b/docs/netfox/nodes/simulator.md new file mode 100644 index 000000000..b270e82b8 --- /dev/null +++ b/docs/netfox/nodes/simulator.md @@ -0,0 +1,136 @@ +# Simulator + +!!!warning + Simulator is *experimental*, meaning the API may change in breaking ways, + and may be less stable than other features. + + *Simulator* is also a work in progress name, we couldn't find a better one + yet. Suggestions are welcome! + +Simulates network logic depending on network authority. The host runs the +simulation one tick per tick and broadcasts the ground truth, the player owning +the input predicts it locally, everyone else shows the truth. + +*Simulator* is an alternative to [RollbackSynchronizer]: the host never +rewinds or re-simulates, and only the local player is predicted. See +[Simulation] on how it works, and when to use which. + +## Configuring state and input + +To use *Simulator*, add it as a child to the target node, next to an +[InputSender], and configure it: + +*Root* is the root node for resolving node paths in properties. Defaults to +the parent node. + +*Listened input sender* is the [InputSender] whose inputs drive the +simulation. *Simulator* needs it assigned to work at all. + +*State properties* define the game state. State properties are recorded for +each tick. When the host broadcasts the truth, *Simulator* accepts it as the +true state and applies it. Make sure that nodes containing state properties +are owned by the host. + +Input properties are configured on the [InputSender]. + +See [Property paths] on how to specify properties. + +!!!warning + It is not recommended to have both state and input properties on the same + node. Nodes with state belong to the host, and nodes with input belong to + the player. + +## Writing simulated scripts + +During setup, *Simulator* finds all nodes under *root* that implement +`_simulated_tick`, and calls them every time a tick is simulated. + +Simulating works the same way as rollback. For tick T, the inputs of tick T are +applied, then `_simulated_tick(delta, T, is_fresh)` is called, and the +resulting state is recorded as the state of tick T + 1: + +```gdscript +extends CharacterBody3D + +@export var speed: float = 4.0 +@export var input: PlayerInput + +func _simulated_tick(delta: float, tick: int, is_fresh: bool) -> void: + # Inputs of tick are applied here, the state you leave behind + # is the state of tick + 1 + velocity = input.movement.normalized() * speed + + velocity *= NetworkTime.physics_factor + move_and_slide() + velocity /= NetworkTime.physics_factor +``` + +Note the usage of `physics_factor` - this is explained in [Rollback caveats]. + +## Peers + +*Simulator* works in one of three ways, depending on authority: + +*Host* - *Simulator* has authority, the input belongs to some other peer, or to +the host itself. The host runs `_simulated_tick` at its current tick with the +inputs received by [InputSender], then broadcasts the ground truth. If the +inputs of the tick didn't arrive in time, they're predicted, see +[InputSender](./input-sender.md#predicting-and-merging-inputs). + +*Authoritative peer* - the input belongs to the local peer, this is your +player. *Simulator* applies the latest truth received from the host, then +re-runs `_simulated_tick` with fresh local inputs, up to the current tick plus +the [input lead](../guides/simulation.md#input-lead). + +*Puppet peer* - neither *Simulator* nor the input has authority, this is how +you see remote players. *Simulator* only applies the truth received from the +host. We simply don't know their future inputs, so there's nothing to +re-simulate. + +## Single fire events + +`is_fresh` is true the first time a tick is simulated. Authoritative peers +simulate the same tick again after receiving the truth from the host, with +`is_fresh` false. Use it for effects like sounds that should play once. + +## Schemas + +Use `set_schema()` to pick serializers for state properties, and lower +bandwidth. The schema must be the same on every peer: + +```gdscript +simulator.set_schema({ + ":global_transform": NetworkSchemas.transform3f32(), + ":velocity": NetworkSchemas.vec3f32() +}) +``` + +Input properties get their schema on the [InputSender]. See [Network schemas] +for more. + +## Changing configuration + +*Simulator* has to do some setup work whenever the state properties change. +Call `process_settings()` after any change to configuration, or use +`add_state()`, which updates settings automatically. + +Changing or assigning the *listened input sender* during runtime is not +recommended, but also requires a call to `process_settings()`. + +## Changing ownership + +Whenever the authority of the [InputSender]'s input nodes changes, call +`process_authority()`. Make sure to do this at the same time on all peers. + +## Visibility + +*Simulator* has a `visibility_filter` that decides which peers will receive +updates. See [Visibility management]. + +[RollbackSynchronizer]: ./rollback-synchronizer.md +[InputSender]: ./input-sender.md +[Simulation]: ../guides/simulation.md +[Property paths]: ../guides/property-paths.md +[Network schemas]: ../guides/network-schemas.md +[Visibility management]: ../guides/visibility-management.md +[Rollback caveats]: ../tutorials/rollback-caveats.md diff --git a/examples/server-side-vehicle/scenes/server_side_tank.tscn b/examples/server-side-vehicle/scenes/server_side_tank.tscn new file mode 100644 index 000000000..9869e778c --- /dev/null +++ b/examples/server-side-vehicle/scenes/server_side_tank.tscn @@ -0,0 +1,311 @@ +[gd_scene load_steps=12 format=3 uid="uid://f1annxuory74"] + +[ext_resource type="Script" path="res://addons/netfox/input-sender.gd" id="1_c04if"] +[ext_resource type="Script" path="res://examples/server-side-vehicle/scripts/server_side_tank.gd" id="1_jtlcb"] +[ext_resource type="PackedScene" uid="uid://uqytq0drkxtf" path="res://examples/server-side-vehicle/scenes/tank_shell.tscn" id="2_ea71k"] +[ext_resource type="PackedScene" uid="uid://bsavthtpx4joi" path="res://examples/server-side-vehicle/scenes/server_side_vehicle_info_panel.tscn" id="2_o1mnl"] +[ext_resource type="Script" path="res://examples/server-side-vehicle/scripts/tank_input.gd" id="3_8ufv1"] +[ext_resource type="Script" path="res://addons/netfox/state-synchronizer.gd" id="4_qj6bi"] + +[sub_resource type="BoxShape3D" id="BoxShape3D_tqf64"] +size = Vector3(2.9885, 1.6003, 4.71182) + +[sub_resource type="BoxShape3D" id="BoxShape3D_qe0pd"] +size = Vector3(2.01, 0.775, 2) + +[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_sclqb"] +albedo_color = Color(0.188235, 0.188235, 0.188235, 1) +metallic = 0.7 + +[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_m7l4t"] +albedo_color = Color(0.462745, 0.462745, 0.462745, 1) +metallic = 0.79 + +[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_g1au6"] +albedo_color = Color(0.466667, 0.466667, 0.466667, 1) +metallic = 0.45 + +[node name="ServerSideTank" type="VehicleBody3D" node_paths=PackedStringArray("turret", "shell_spawn_point", "regular_camera", "focus_camera")] +mass = 750.0 +center_of_mass_mode = 1 +center_of_mass = Vector3(0, 1.2, 0) +linear_damp = 0.13 +angular_damp = 0.1 +script = ExtResource("1_jtlcb") +turret = NodePath("Turret") +shell_spawn_point = NodePath("Turret/Marker3D") +shell_scene = ExtResource("2_ea71k") +regular_camera = NodePath("Turret/RegularCamera3D") +focus_camera = NodePath("Turret/FocusCamera3D") +info_panel_scene = ExtResource("2_o1mnl") + +[node name="InputSender" type="Node" parent="." node_paths=PackedStringArray("root")] +script = ExtResource("1_c04if") +root = NodePath("..") +input_properties = Array[String](["TankInput:movement", "TankInput:brake", "TankInput:mouse_movement", "TankInput:fire"]) + +[node name="TankInput" type="Node" parent="."] +script = ExtResource("3_8ufv1") + +[node name="StateSynchronizer" type="Node" parent="." node_paths=PackedStringArray("root")] +script = ExtResource("4_qj6bi") +root = NodePath("..") +properties = Array[String]([":engine_force", ":brake", ":steering", ":global_transform", "Turret:transform", ":_last_fire_tick", ":score"]) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="."] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.29733, 0.0841393) +shape = SubResource("BoxShape3D_tqf64") + +[node name="CollisionShape3D2" type="CollisionShape3D" parent="."] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.44697, -0.240236) +shape = SubResource("BoxShape3D_qe0pd") + +[node name="Body" type="CSGMesh3D" parent="."] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.0007, 0.0944731) +material_override = SubResource("StandardMaterial3D_sclqb") + +[node name="CSGBox3D" type="CSGBox3D" parent="Body"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.690109, 0) +size = Vector3(3, 1.62169, 4.90454) + +[node name="CSGBox3D2" type="CSGBox3D" parent="Body"] +transform = Transform3D(1, 0, 0, 0, 0.561549, 0.827443, 0, -0.827443, 0.561549, 0, 0, 2.24295) +operation = 2 +size = Vector3(3.44184, 2.19637, 1) + +[node name="CSGBox3D3" type="CSGBox3D" parent="Body"] +transform = Transform3D(1, 0, 0, 0, 0.913183, -0.40755, 0, 0.40755, 0.913183, 0, -0.000799894, -2.73253) +operation = 2 +size = Vector3(3.35521, 1.22864, 1) + +[node name="Turret" type="CSGMesh3D" parent="."] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.4627, 0) +material_override = SubResource("StandardMaterial3D_m7l4t") + +[node name="CSGBox3D" type="CSGBox3D" parent="Turret"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.24471) +size = Vector3(2, 0.75, 2) + +[node name="Barrel" type="CSGCylinder3D" parent="Turret"] +transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 2.6253) +radius = 0.15 +height = 4.0 +sides = 16 + +[node name="FocusCamera3D" type="Camera3D" parent="Turret"] +transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0.209147, 4.3057) +fov = 45.0 + +[node name="RegularCamera3D" type="Camera3D" parent="Turret"] +transform = Transform3D(-1, -2.26267e-08, 8.44439e-08, 0, 0.965926, 0.258819, -8.74228e-08, 0.258819, -0.965926, 0, 2.3423, -2.76887) +fov = 90.0 + +[node name="Marker3D" type="Marker3D" parent="Turret"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 4.83633) + +[node name="VehicleWheel3D" type="VehicleWheel3D" parent="."] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.6, 0.6, 2.14) +use_as_traction = true +use_as_steering = true +wheel_roll_influence = 1.0 +wheel_radius = 0.6 +suspension_travel = 0.1 +suspension_stiffness = 50.0 +damping_compression = 0.3 +damping_relaxation = 0.5 + +[node name="Wheel" type="CSGMesh3D" parent="VehicleWheel3D"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.000132322) +material_override = SubResource("StandardMaterial3D_g1au6") + +[node name="CSGCylinder3D" type="CSGCylinder3D" parent="VehicleWheel3D/Wheel"] +transform = Transform3D(-4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0, 1, 0, 0, 0) +radius = 0.6 +height = 0.5 +sides = 16 + +[node name="CSGCylinder3D2" type="CSGCylinder3D" parent="VehicleWheel3D/Wheel"] +transform = Transform3D(-4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0, 1, 0, 0, 0) +radius = 0.2 +height = 0.8 +sides = 3 + +[node name="VehicleWheel3D2" type="VehicleWheel3D" parent="."] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.6, 0.6, 0.766) +use_as_traction = true +wheel_roll_influence = 1.0 +wheel_radius = 0.6 +suspension_travel = 0.1 +suspension_stiffness = 50.0 +damping_compression = 0.3 +damping_relaxation = 0.5 + +[node name="Wheel2" type="CSGMesh3D" parent="VehicleWheel3D2"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.000470459) +material_override = SubResource("StandardMaterial3D_g1au6") + +[node name="CSGCylinder3D" type="CSGCylinder3D" parent="VehicleWheel3D2/Wheel2"] +transform = Transform3D(-4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0, 1, 0, 0, 0) +radius = 0.6 +height = 0.5 +sides = 16 + +[node name="CSGCylinder3D2" type="CSGCylinder3D" parent="VehicleWheel3D2/Wheel2"] +transform = Transform3D(-4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0, 1, 0, 0, 0) +radius = 0.2 +height = 0.8 +sides = 3 + +[node name="VehicleWheel3D3" type="VehicleWheel3D" parent="."] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.6, 0.6, -0.618) +use_as_traction = true +wheel_roll_influence = 1.0 +wheel_radius = 0.6 +suspension_travel = 0.1 +suspension_stiffness = 50.0 +damping_compression = 0.3 +damping_relaxation = 0.5 + +[node name="Wheel3" type="CSGMesh3D" parent="VehicleWheel3D3"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -3.03984e-06) +material_override = SubResource("StandardMaterial3D_g1au6") + +[node name="CSGCylinder3D" type="CSGCylinder3D" parent="VehicleWheel3D3/Wheel3"] +transform = Transform3D(-4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0, 1, 0, 0, 0) +radius = 0.6 +height = 0.5 +sides = 16 + +[node name="CSGCylinder3D2" type="CSGCylinder3D" parent="VehicleWheel3D3/Wheel3"] +transform = Transform3D(-4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0, 1, 0, 0, 0) +radius = 0.2 +height = 0.8 +sides = 3 + +[node name="VehicleWheel3D4" type="VehicleWheel3D" parent="."] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.6, 0.6, -1.9835) +use_as_traction = true +wheel_roll_influence = 1.0 +wheel_radius = 0.6 +suspension_travel = 0.1 +suspension_stiffness = 50.0 +damping_compression = 0.3 +damping_relaxation = 0.5 + +[node name="Wheel4" type="CSGMesh3D" parent="VehicleWheel3D4"] +material_override = SubResource("StandardMaterial3D_g1au6") + +[node name="CSGCylinder3D" type="CSGCylinder3D" parent="VehicleWheel3D4/Wheel4"] +transform = Transform3D(-4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0, 1, 0, 0, 0) +radius = 0.6 +height = 0.5 +sides = 16 + +[node name="CSGCylinder3D2" type="CSGCylinder3D" parent="VehicleWheel3D4/Wheel4"] +transform = Transform3D(-4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0, 1, 0, 0, 0) +radius = 0.2 +height = 0.8 +sides = 3 + +[node name="VehicleWheel3D5" type="VehicleWheel3D" parent="."] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.6, 0.6, 2.13987) +use_as_traction = true +use_as_steering = true +wheel_roll_influence = 1.0 +wheel_radius = 0.6 +suspension_travel = 0.1 +suspension_stiffness = 50.0 +damping_compression = 0.3 +damping_relaxation = 0.5 + +[node name="Wheel5" type="CSGMesh3D" parent="VehicleWheel3D5"] +material_override = SubResource("StandardMaterial3D_g1au6") + +[node name="CSGCylinder3D" type="CSGCylinder3D" parent="VehicleWheel3D5/Wheel5"] +transform = Transform3D(-4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0, 1, 0, 0, 0) +radius = 0.6 +height = 0.5 +sides = 16 + +[node name="CSGCylinder3D2" type="CSGCylinder3D" parent="VehicleWheel3D5/Wheel5"] +transform = Transform3D(-4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0, 1, 0, 0, 0) +radius = 0.2 +height = 0.8 +sides = 3 + +[node name="VehicleWheel3D6" type="VehicleWheel3D" parent="."] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.6, 0.6, 0.76647) +use_as_traction = true +wheel_roll_influence = 1.0 +wheel_radius = 0.6 +suspension_travel = 0.1 +suspension_stiffness = 50.0 +damping_compression = 0.3 +damping_relaxation = 0.5 + +[node name="Wheel6" type="CSGMesh3D" parent="VehicleWheel3D6"] +material_override = SubResource("StandardMaterial3D_g1au6") + +[node name="CSGCylinder3D" type="CSGCylinder3D" parent="VehicleWheel3D6/Wheel6"] +transform = Transform3D(-4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0, 1, 0, 0, 0) +radius = 0.6 +height = 0.5 +sides = 16 + +[node name="CSGCylinder3D2" type="CSGCylinder3D" parent="VehicleWheel3D6/Wheel6"] +transform = Transform3D(-4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0, 1, 0, 0, 0) +radius = 0.2 +height = 0.8 +sides = 3 + +[node name="VehicleWheel3D7" type="VehicleWheel3D" parent="."] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.6, 0.6, -0.618003) +use_as_traction = true +wheel_roll_influence = 1.0 +wheel_radius = 0.6 +suspension_travel = 0.1 +suspension_stiffness = 50.0 +damping_compression = 0.3 +damping_relaxation = 0.5 + +[node name="Wheel7" type="CSGMesh3D" parent="VehicleWheel3D7"] +material_override = SubResource("StandardMaterial3D_g1au6") + +[node name="CSGCylinder3D" type="CSGCylinder3D" parent="VehicleWheel3D7/Wheel7"] +transform = Transform3D(-4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0, 1, 0, 0, 0) +radius = 0.6 +height = 0.5 +sides = 16 + +[node name="CSGCylinder3D2" type="CSGCylinder3D" parent="VehicleWheel3D7/Wheel7"] +transform = Transform3D(-4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0, 1, 0, 0, 0) +radius = 0.2 +height = 0.8 +sides = 3 + +[node name="VehicleWheel3D8" type="VehicleWheel3D" parent="."] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.6, 0.6, -1.9835) +use_as_traction = true +wheel_roll_influence = 1.0 +wheel_radius = 0.6 +suspension_travel = 0.1 +suspension_stiffness = 50.0 +damping_compression = 0.3 +damping_relaxation = 0.5 + +[node name="Wheel8" type="CSGMesh3D" parent="VehicleWheel3D8"] +material_override = SubResource("StandardMaterial3D_g1au6") + +[node name="CSGCylinder3D" type="CSGCylinder3D" parent="VehicleWheel3D8/Wheel8"] +transform = Transform3D(-4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0, 1, 0, 0, 0) +radius = 0.6 +height = 0.5 +sides = 16 + +[node name="CSGCylinder3D2" type="CSGCylinder3D" parent="VehicleWheel3D8/Wheel8"] +transform = Transform3D(-4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0, 1, 0, 0, 0) +radius = 0.2 +height = 0.8 +sides = 3 + +[connection signal="input_applied" from="InputSender" to="." method="_on_input_sender_input_applied"] diff --git a/examples/server-side-vehicle/scenes/server_side_vehicle_example.tscn b/examples/server-side-vehicle/scenes/server_side_vehicle_example.tscn new file mode 100644 index 000000000..f3a18d45c --- /dev/null +++ b/examples/server-side-vehicle/scenes/server_side_vehicle_example.tscn @@ -0,0 +1,33 @@ +[gd_scene load_steps=5 format=3 uid="uid://g5axutycr4rn"] + +[ext_resource type="PackedScene" uid="uid://badtpsxn5lago" path="res://examples/shared/ui/network-popup.tscn" id="1_h2lt4"] +[ext_resource type="PackedScene" uid="uid://cf4xd6s672bo6" path="res://examples/server-side-vehicle/scenes/tank_arena.tscn" id="2_t7ktp"] +[ext_resource type="Script" path="res://examples/server-side-vehicle/scripts/player_spawner.gd" id="3_55dug"] +[ext_resource type="PackedScene" uid="uid://f1annxuory74" path="res://examples/server-side-vehicle/scenes/server_side_tank.tscn" id="4_rnbcl"] + +[node name="ServerSideVehicleExample" type="Node"] + +[node name="Network Popup" parent="." instance=ExtResource("1_h2lt4")] + +[node name="TankArena" parent="." instance=ExtResource("2_t7ktp")] + +[node name="Network" type="Node" parent="."] + +[node name="PlayerSpawner" type="Node" parent="Network" node_paths=PackedStringArray("spawn_points")] +script = ExtResource("3_55dug") +player_scene = ExtResource("4_rnbcl") +spawn_points = [NodePath("../../SpawnPoints/Marker3D"), NodePath("../../SpawnPoints/Marker3D2"), NodePath("../../SpawnPoints/Marker3D3"), NodePath("../../SpawnPoints/Marker3D4")] + +[node name="SpawnPoints" type="Node3D" parent="."] + +[node name="Marker3D" type="Marker3D" parent="SpawnPoints"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 20.285, 1, 16.224) + +[node name="Marker3D2" type="Marker3D" parent="SpawnPoints"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 26.6316, 1, -26.2491) + +[node name="Marker3D3" type="Marker3D" parent="SpawnPoints"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -19.381, 1, -30.0326) + +[node name="Marker3D4" type="Marker3D" parent="SpawnPoints"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.68788, 1, 12.6846) diff --git a/examples/server-side-vehicle/scenes/server_side_vehicle_info_panel.tscn b/examples/server-side-vehicle/scenes/server_side_vehicle_info_panel.tscn new file mode 100644 index 000000000..becc13b34 --- /dev/null +++ b/examples/server-side-vehicle/scenes/server_side_vehicle_info_panel.tscn @@ -0,0 +1,71 @@ +[gd_scene load_steps=2 format=3 uid="uid://bsavthtpx4joi"] + +[ext_resource type="Script" path="res://examples/server-side-vehicle/scripts/server_side_vehicle_info_panel.gd" id="1_1v7fb"] + +[node name="ServerSideVehicleInfoPanel" type="Control"] +layout_mode = 3 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 +mouse_filter = 2 +script = ExtResource("1_1v7fb") + +[node name="MarginContainer" type="MarginContainer" parent="."] +layout_mode = 1 +anchors_preset = 2 +anchor_top = 1.0 +anchor_bottom = 1.0 +offset_left = 32.0 +offset_top = -192.0 +offset_right = 156.0 +offset_bottom = -32.0 +grow_vertical = 0 + +[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer"] +layout_mode = 2 + +[node name="PeerLabel" type="Label" parent="MarginContainer/VBoxContainer"] +layout_mode = 2 +text = "Server Side Vehicle Example +Peer#" + +[node name="InfoLabel" type="Label" parent="MarginContainer/VBoxContainer"] +layout_mode = 2 +text = "Controls: +Mouse (use alt+tab) -> Move Turret +F / Mouse Wheel -> Zoom +WASD : Move +Space : Brake +Left Click: Shoot" + +[node name="MarginContainer2" type="MarginContainer" parent="."] +layout_mode = 1 +anchors_preset = 7 +anchor_left = 0.5 +anchor_top = 1.0 +anchor_right = 0.5 +anchor_bottom = 1.0 +offset_left = -161.0 +offset_top = -161.0 +offset_right = 161.0 +offset_bottom = -104.0 +grow_horizontal = 2 +grow_vertical = 0 + +[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer2"] +layout_mode = 2 + +[node name="ReloadLabel" type="Label" parent="MarginContainer2/VBoxContainer"] +layout_mode = 2 +text = "Reloading" +horizontal_alignment = 1 + +[node name="ReloadProgressBar" type="ProgressBar" parent="MarginContainer2/VBoxContainer"] +layout_mode = 2 + +[node name="ScoreLabel" type="Label" parent="MarginContainer2/VBoxContainer"] +layout_mode = 2 +text = "Score: 0" +horizontal_alignment = 1 diff --git a/examples/server-side-vehicle/scenes/tank_arena.tscn b/examples/server-side-vehicle/scenes/tank_arena.tscn new file mode 100644 index 000000000..cc7db0e81 --- /dev/null +++ b/examples/server-side-vehicle/scenes/tank_arena.tscn @@ -0,0 +1,353 @@ +[gd_scene load_steps=11 format=3 uid="uid://cf4xd6s672bo6"] + +[sub_resource type="PhysicalSkyMaterial" id="PhysicalSkyMaterial_e1ky4"] +rayleigh_coefficient = 4.0 +turbidity = 324.81 +ground_color = Color(0.396078, 0.356863, 0.290196, 1) + +[sub_resource type="Sky" id="Sky_7krho"] +sky_material = SubResource("PhysicalSkyMaterial_e1ky4") + +[sub_resource type="Environment" id="Environment_gm8cr"] +background_mode = 2 +sky = SubResource("Sky_7krho") +fog_light_color = Color(0.54902, 0.584314, 0.741176, 1) +fog_light_energy = 2.1 + +[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_lr3b6"] +albedo_color = Color(0.576471, 0.239216, 0.341176, 1) + +[sub_resource type="BoxShape3D" id="BoxShape3D_47cjw"] +size = Vector3(75, 1, 75) + +[sub_resource type="BoxShape3D" id="BoxShape3D_1e1cg"] +size = Vector3(1, 4, 76) + +[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_e5vwx"] +albedo_color = Color(0.305882, 0.478431, 0.835294, 1) + +[sub_resource type="BoxShape3D" id="BoxShape3D_8or65"] +size = Vector3(1, 4, 10) + +[sub_resource type="BoxShape3D" id="BoxShape3D_av0i6"] +size = Vector3(1, 4, 35) + +[sub_resource type="BoxShape3D" id="BoxShape3D_ktkvh"] +size = Vector3(1, 2, 5) + +[node name="TankArena" type="Node3D"] + +[node name="WorldEnvironment" type="WorldEnvironment" parent="."] +environment = SubResource("Environment_gm8cr") + +[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."] +transform = Transform3D(0.923136, -0.326969, -0.202263, -0.0453632, -0.615034, 0.787194, -0.381787, -0.717513, -0.582593, 0, 1.32503, 0) +light_color = Color(0.996078, 0.992157, 0.988235, 1) +shadow_enabled = true + +[node name="DirectionalLight3D2" type="DirectionalLight3D" parent="."] +transform = Transform3D(0.483696, 0.725813, 0.489116, -0.00508283, -0.5565, 0.830832, 0.875221, -0.404356, -0.265487, 0, 1.32503, 0) +light_color = Color(0.94902, 0.870588, 0.854902, 1) +light_energy = 0.5 +shadow_enabled = true + +[node name="Ground" type="StaticBody3D" parent="."] + +[node name="Ground" type="CSGBox3D" parent="Ground"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.5, 0) +material_override = SubResource("StandardMaterial3D_lr3b6") +size = Vector3(75, 1, 75) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Ground"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.5, 0) +shape = SubResource("BoxShape3D_47cjw") + +[node name="Walls" type="Node3D" parent="."] + +[node name="RegularWall" type="StaticBody3D" parent="Walls"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 38, 2, 0) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/RegularWall"] +shape = SubResource("BoxShape3D_1e1cg") + +[node name="RegularWall11" type="CSGBox3D" parent="Walls/RegularWall"] +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 4, 76) + +[node name="RegularWall11" type="StaticBody3D" parent="Walls"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -38, 2, 0) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/RegularWall11"] +shape = SubResource("BoxShape3D_1e1cg") + +[node name="RegularWall11" type="CSGBox3D" parent="Walls/RegularWall11"] +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 4, 76) + +[node name="RegularWall12" type="StaticBody3D" parent="Walls"] +transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 0, 2, -38) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/RegularWall12"] +shape = SubResource("BoxShape3D_1e1cg") + +[node name="RegularWall11" type="CSGBox3D" parent="Walls/RegularWall12"] +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 4, 76) + +[node name="RegularWall13" type="StaticBody3D" parent="Walls"] +transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 0, 2, 38) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/RegularWall13"] +shape = SubResource("BoxShape3D_1e1cg") + +[node name="RegularWall11" type="CSGBox3D" parent="Walls/RegularWall13"] +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 4, 76) + +[node name="RegularWall18" type="StaticBody3D" parent="Walls"] +transform = Transform3D(0.752783, 0, -0.658269, 0, 1, 0, 0.658269, 0, 0.752783, -25.36, 2, 29.0161) + +[node name="RegularWall9" type="CSGBox3D" parent="Walls/RegularWall18"] +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 4, 10) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/RegularWall18"] +shape = SubResource("BoxShape3D_8or65") + +[node name="RegularWall19" type="StaticBody3D" parent="Walls"] +transform = Transform3D(0.0668312, 0, -0.997764, 0, 1, 0, 0.997764, 0, 0.0668312, 32.9951, 2, 13.5674) + +[node name="RegularWall9" type="CSGBox3D" parent="Walls/RegularWall19"] +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 4, 10) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/RegularWall19"] +shape = SubResource("BoxShape3D_8or65") + +[node name="LongWall" type="StaticBody3D" parent="Walls"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -20.8742, 2, 0) + +[node name="RegularWall9" type="CSGBox3D" parent="Walls/LongWall"] +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 4, 35) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/LongWall"] +shape = SubResource("BoxShape3D_av0i6") + +[node name="LongWall2" type="StaticBody3D" parent="Walls"] +transform = Transform3D(0.861292, 0, -0.50811, 0, 1, 0, 0.50811, 0, 0.861292, 6.95699, 2, -22.6634) + +[node name="RegularWall9" type="CSGBox3D" parent="Walls/LongWall2"] +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 4, 35) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/LongWall2"] +shape = SubResource("BoxShape3D_av0i6") + +[node name="RegularWall10" type="StaticBody3D" parent="Walls"] +transform = Transform3D(0.866025, 0, -0.5, 0, 1, 0, 0.5, 0, 0.866025, 7.36388, 2, 7.70559) + +[node name="RegularWall9" type="CSGBox3D" parent="Walls/RegularWall10"] +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 4, 10) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/RegularWall10"] +shape = SubResource("BoxShape3D_8or65") + +[node name="ShortWall12" type="StaticBody3D" parent="Walls"] +transform = Transform3D(0.827414, 0, -0.561592, 0, 1, 0, 0.561592, 0, 0.827414, 27.1415, 2, 15.854) + +[node name="ShortWall" type="CSGBox3D" parent="Walls/ShortWall12"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 2, 5) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/ShortWall12"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +shape = SubResource("BoxShape3D_ktkvh") + +[node name="RegularWall20" type="StaticBody3D" parent="Walls"] +transform = Transform3D(-0.0668311, 0, 0.997764, 0, 1, 0, -0.997764, 0, -0.0668311, -33.3546, 2, -22.8314) + +[node name="RegularWall9" type="CSGBox3D" parent="Walls/RegularWall20"] +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 4, 10) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/RegularWall20"] +shape = SubResource("BoxShape3D_8or65") + +[node name="ShortWall13" type="StaticBody3D" parent="Walls"] +transform = Transform3D(-0.827414, 0, 0.561593, 0, 1, 0, -0.561593, 0, -0.827414, -27.5009, 2, -25.118) + +[node name="ShortWall" type="CSGBox3D" parent="Walls/ShortWall13"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 2, 5) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/ShortWall13"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +shape = SubResource("BoxShape3D_ktkvh") + +[node name="ShortWall2" type="StaticBody3D" parent="Walls"] +transform = Transform3D(-5.96046e-08, 0, -1, 0, 1, 0, 1, 0, -5.96046e-08, 11.9641, 2, 3.66263) + +[node name="ShortWall" type="CSGBox3D" parent="Walls/ShortWall2"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 2, 5) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/ShortWall2"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +shape = SubResource("BoxShape3D_ktkvh") + +[node name="ShortWall3" type="StaticBody3D" parent="Walls"] +transform = Transform3D(1, 0, -1.58933e-08, 0, 1, 0, 1.58933e-08, 0, 1, 4.91346, 2, 14.2493) + +[node name="ShortWall" type="CSGBox3D" parent="Walls/ShortWall3"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 2, 5) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/ShortWall3"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +shape = SubResource("BoxShape3D_ktkvh") + +[node name="RegularWall14" type="StaticBody3D" parent="Walls"] +transform = Transform3D(-0.587997, 0, 0.808863, 0, 1, 0, -0.808863, 0, -0.587997, -10.7772, 2, -23.9271) + +[node name="RegularWall9" type="CSGBox3D" parent="Walls/RegularWall14"] +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 4, 10) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/RegularWall14"] +shape = SubResource("BoxShape3D_8or65") + +[node name="ShortWall4" type="StaticBody3D" parent="Walls"] +transform = Transform3D(0.406498, 0, 0.913652, 0, 1, 0, -0.913652, 0, 0.406498, -16.6237, 2, -22.1033) + +[node name="ShortWall" type="CSGBox3D" parent="Walls/ShortWall4"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 2, 5) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/ShortWall4"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +shape = SubResource("BoxShape3D_ktkvh") + +[node name="ShortWall5" type="StaticBody3D" parent="Walls"] +transform = Transform3D(-0.913652, 0, 0.406497, 0, 1, 0, -0.406497, 0, -0.913652, -5.87835, 2, -28.9097) + +[node name="ShortWall" type="CSGBox3D" parent="Walls/ShortWall5"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 2, 5) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/ShortWall5"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +shape = SubResource("BoxShape3D_ktkvh") + +[node name="RegularWall16" type="StaticBody3D" parent="Walls"] +transform = Transform3D(-0.757463, 0, -0.652879, 0, 1, 0, 0.652879, 0, -0.757463, -13.2699, 2, 21.8568) + +[node name="RegularWall9" type="CSGBox3D" parent="Walls/RegularWall16"] +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 4, 10) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/RegularWall16"] +shape = SubResource("BoxShape3D_8or65") + +[node name="ShortWall8" type="StaticBody3D" parent="Walls"] +transform = Transform3D(-0.944141, 0, 0.329542, 0, 1, 0, -0.329542, 0, -0.944141, -10.9688, 2, 27.5324) + +[node name="ShortWall" type="CSGBox3D" parent="Walls/ShortWall8"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 2, 5) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/ShortWall8"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +shape = SubResource("BoxShape3D_ktkvh") + +[node name="ShortWall9" type="StaticBody3D" parent="Walls"] +transform = Transform3D(-0.329542, 0, -0.944141, 0, 1, 0, 0.944141, 0, -0.329542, -18.6406, 2, 17.3868) + +[node name="ShortWall" type="CSGBox3D" parent="Walls/ShortWall9"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 2, 5) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/ShortWall9"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +shape = SubResource("BoxShape3D_ktkvh") + +[node name="RegularWall17" type="StaticBody3D" parent="Walls"] +transform = Transform3D(-0.757463, 0, -0.652879, 0, 1, 0, 0.652879, 0, -0.757463, 12.3245, 2, 21.8568) + +[node name="RegularWall9" type="CSGBox3D" parent="Walls/RegularWall17"] +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 4, 10) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/RegularWall17"] +shape = SubResource("BoxShape3D_8or65") + +[node name="ShortWall10" type="StaticBody3D" parent="Walls"] +transform = Transform3D(-0.944141, 0, 0.329542, 0, 1, 0, -0.329542, 0, -0.944141, 14.6257, 2, 27.5324) + +[node name="ShortWall" type="CSGBox3D" parent="Walls/ShortWall10"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 2, 5) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/ShortWall10"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +shape = SubResource("BoxShape3D_ktkvh") + +[node name="ShortWall11" type="StaticBody3D" parent="Walls"] +transform = Transform3D(-0.329542, 0, -0.944141, 0, 1, 0, 0.944141, 0, -0.329542, 6.95385, 2, 17.3868) + +[node name="ShortWall" type="CSGBox3D" parent="Walls/ShortWall11"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 2, 5) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/ShortWall11"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +shape = SubResource("BoxShape3D_ktkvh") + +[node name="RegularWall15" type="StaticBody3D" parent="Walls"] +transform = Transform3D(-0.871008, 0, -0.491269, 0, 1, 0, 0.491269, 0, -0.871008, 25.1636, 2, -16.4828) + +[node name="RegularWall9" type="CSGBox3D" parent="Walls/RegularWall15"] +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 4, 10) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/RegularWall15"] +shape = SubResource("BoxShape3D_8or65") + +[node name="ShortWall6" type="StaticBody3D" parent="Walls"] +transform = Transform3D(-0.860955, 0, 0.508681, 0, 1, 0, -0.508681, 0, -0.860955, 26.3044, 2, -10.4656) + +[node name="ShortWall" type="CSGBox3D" parent="Walls/ShortWall6"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 2, 5) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/ShortWall6"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +shape = SubResource("BoxShape3D_ktkvh") + +[node name="ShortWall7" type="StaticBody3D" parent="Walls"] +transform = Transform3D(-0.508681, 0, -0.860955, 0, 1, 0, 0.860955, 0, -0.508681, 20.7763, 2, -21.9212) + +[node name="ShortWall" type="CSGBox3D" parent="Walls/ShortWall7"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +material_override = SubResource("StandardMaterial3D_e5vwx") +size = Vector3(1, 2, 5) + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Walls/ShortWall7"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0) +shape = SubResource("BoxShape3D_ktkvh") + +[node name="Camera3D" type="Camera3D" parent="."] +transform = Transform3D(0.965926, 0.0449435, -0.254887, 0, 0.984808, 0.173648, 0.258819, -0.167731, 0.951251, -13.068, 8.651, 29.624) +current = true diff --git a/examples/server-side-vehicle/scenes/tank_shell.tscn b/examples/server-side-vehicle/scenes/tank_shell.tscn new file mode 100644 index 000000000..750fa53d0 --- /dev/null +++ b/examples/server-side-vehicle/scenes/tank_shell.tscn @@ -0,0 +1,22 @@ +[gd_scene load_steps=4 format=3 uid="uid://uqytq0drkxtf"] + +[ext_resource type="Script" path="res://examples/server-side-vehicle/scripts/tank_shell.gd" id="1_8exh1"] + +[sub_resource type="BoxMesh" id="BoxMesh_qktr7"] +size = Vector3(0.2, 0.2, 1) + +[sub_resource type="BoxShape3D" id="BoxShape3D_rtbd2"] +size = Vector3(0.2, 0.2, 1) + +[node name="TankShell" type="Node3D"] +script = ExtResource("1_8exh1") + +[node name="MeshInstance3D" type="MeshInstance3D" parent="."] +mesh = SubResource("BoxMesh_qktr7") + +[node name="Area3D" type="Area3D" parent="."] + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Area3D"] +shape = SubResource("BoxShape3D_rtbd2") + +[connection signal="body_entered" from="Area3D" to="." method="_on_area_3d_body_entered"] diff --git a/examples/server-side-vehicle/scripts/player_spawner.gd b/examples/server-side-vehicle/scripts/player_spawner.gd new file mode 100644 index 000000000..c923812bd --- /dev/null +++ b/examples/server-side-vehicle/scripts/player_spawner.gd @@ -0,0 +1,74 @@ +extends Node + +## Example player spawner script for server side tank example. + +@export var player_scene: PackedScene +@export var spawn_points: Array[Marker3D] = [] + +var avatars: Dictionary = {} + +func _ready(): + NetworkEvents.on_client_start.connect(_handle_connected) + NetworkEvents.on_server_start.connect(_handle_host) + NetworkEvents.on_peer_join.connect(_handle_new_peer) + NetworkEvents.on_peer_leave.connect(_handle_leave) + NetworkEvents.on_client_stop.connect(_handle_stop) + NetworkEvents.on_server_stop.connect(_handle_stop) + +func _handle_connected(id: int): + # Spawn an avatar for us + _spawn(id) + +func _handle_host(): + # Spawn own avatar on host machine + _spawn(1) + +func _handle_new_peer(id: int): + # Spawn an avatar for new player + _spawn(id) + +func _handle_leave(id: int): + if not avatars.has(id): + return + + var avatar = avatars[id] as Node + avatar.queue_free() + avatars.erase(id) + +func _handle_stop(): + # Remove all avatars on game end + for avatar in avatars.values(): + avatar.queue_free() + avatars.clear() + +func _spawn(id: int): + var avatar = player_scene.instantiate() as Node + avatars[id] = avatar + avatar.name += " #%d" % id + avatar.position = get_next_spawn_point(id) + + # Avatar is always owned by server + avatar.set_multiplayer_authority(1) + + print("Spawned avatar %s at %s" % [avatar.name, multiplayer.get_unique_id()]) + + # Avatar's input object is owned by player + var input = avatar.find_child("TankInput") + if input != null: + input.set_multiplayer_authority(id) + print("Set input(%s) ownership to %s" % [input.name, id]) + + add_child(avatar) + +func get_next_spawn_point(peer_id: int, spawn_idx: int = 0) -> Vector3: + # The same data is used to calculate the index on all peers + # As a result, spawn points are the same, even without sync + var idx := peer_id * 37 + spawn_idx * 19 + idx = hash(idx) + idx = idx % spawn_points.size() + + return spawn_points[idx].global_position + +# Used when tanks die and we need to reposition them. +func get_random_spawn_point() -> Vector3: + return spawn_points.pick_random().global_position diff --git a/examples/server-side-vehicle/scripts/server_side_tank.gd b/examples/server-side-vehicle/scripts/server_side_tank.gd new file mode 100644 index 000000000..05568ab67 --- /dev/null +++ b/examples/server-side-vehicle/scripts/server_side_tank.gd @@ -0,0 +1,147 @@ +extends VehicleBody3D + +## Script example for server side coded tank. + +@export_category("movement") +@export var engine_power := 450.0 +@export var brake_force := 45.0 +@export var max_steering_angle := 75.0 +@export var steering_lerp_factor := 0.05 +@export_category("turret_settings") +@export var turret : Node3D +@export var traverse_speed := 0.0004 +@export var tilt_speed := 0.0001 +@export var tilt_lower_limit := -30.0 +@export var tilt_upper_limit := 30.0 +@export var shell_spawn_point : Marker3D = null +@export var shell_scene : PackedScene = null +@export var fire_cooldown_tick : int = 180 +@export_category("camera") +@export var regular_camera : Camera3D = null +@export var focus_camera : Camera3D = null +@export_category("ui") +@export var info_panel_scene : PackedScene = null + +@onready var input_sender : InputSender = $InputSender as InputSender +@onready var tank_input : Node = $TankInput as Node + +var score := 0 + +@onready var _turret_default_transform : Transform3D = self.turret.transform +var _turret_traverse := 0.0 # yaw +var _turret_tilt := 0.0 # pitch +var _last_fire_tick := 0 + + +# Called when the node enters the scene tree for the first time. +func _ready(): + _last_fire_tick = NetworkTime.tick + if tank_input.get_multiplayer_authority() == multiplayer.get_unique_id(): + if info_panel_scene: + var panel := info_panel_scene.instantiate() + add_child(panel) + print("Setting camera true on %s" %[name]) + regular_camera.current = true + +func _unhandled_input(event): + # Dont process local inputs on other players tanks + if not tank_input.is_multiplayer_authority(): + return + + if event.is_action_pressed("focus"): + if focus_camera.current: + focus_camera.current = false + regular_camera.current = true + else: + regular_camera.current = false + focus_camera.current = true + +# Moves vehicle on hosts. +func _handle_movement(movement : Vector2) -> void: + if not is_multiplayer_authority(): + return + + if movement.y != 0.0: + if movement.y < 0: + engine_force = engine_power + else: + engine_force = -engine_power + + else: + # No move input + engine_force = 0 + + # Brake + if tank_input.brake: + brake = brake_force + else: + brake = 0.0 + + # Steering + steering = lerp(steering, deg_to_rad(max_steering_angle) * -movement.x, steering_lerp_factor) + +# Moves the turret on the host. +func _move_turret(mouse_input : Vector2) -> void: + # Return if not host. + if not is_multiplayer_authority(): + return + + _turret_traverse -= mouse_input.x * traverse_speed + _turret_tilt += mouse_input.y * tilt_speed + + turret.basis = _turret_default_transform.basis + turret.basis = turret.basis.rotated(Vector3.UP, _turret_traverse) + + _turret_tilt = clamp(_turret_tilt, deg_to_rad(tilt_lower_limit), deg_to_rad(tilt_upper_limit)) + turret.basis = turret.basis.rotated(turret.basis.x, _turret_tilt) + +# Fires only on the host.. +func _fire(tick : int) -> void: + if tick - _last_fire_tick < fire_cooldown_tick: + return + + print("Firing!") + _last_fire_tick = tick + var shell := shell_scene.instantiate() as Node3D + get_tree().root.add_child(shell) + shell.global_transform = shell_spawn_point.global_transform + shell.firing_tank = self + +# Called by InputSender when an input has to be predicted, see InputSender. +# Firing only lasts a single tick, and mouse movement is a per tick delta, so +# repeating them would fire and turn twice. +func _predict_input(last: Dictionary) -> Dictionary: + var predicted := last.duplicate() + predicted["TankInput:fire"] = false + predicted["TankInput:mouse_movement"] = Vector2.ZERO + return predicted + +# Called by InputSender when two inputs have to be merged into one, see +# InputSender. Keep a shot from either input, and add up mouse movement. +func _merge_input(older: Dictionary, newer: Dictionary) -> Dictionary: + var merged := newer.duplicate() + merged["TankInput:fire"] = older["TankInput:fire"] or newer["TankInput:fire"] + merged["TankInput:mouse_movement"] = older["TankInput:mouse_movement"] + newer["TankInput:mouse_movement"] + return merged + +# Called only on server. +func die() -> void: + if not is_multiplayer_authority(): + return + + var player_spawner = get_parent() + global_position = player_spawner.get_random_spawn_point() + _turret_tilt = 0 + _turret_traverse = 0 + +# Called on the host after every tick, for every tank, with the inputs of the +# tick applied. The tank is a physics vehicle synchronized with a +# StateSynchronizer, so the host moves it and clients see the result. +func _on_input_sender_input_applied(tick: int, is_predicted: bool) -> void: + _handle_movement(tank_input.movement) + _move_turret(tank_input.mouse_movement) + + # Don't fire on a guessed input. _predict_input already clears fire, this + # is just to be explicit. + if tank_input.fire and not is_predicted: + _fire(tick) diff --git a/examples/server-side-vehicle/scripts/server_side_vehicle_info_panel.gd b/examples/server-side-vehicle/scripts/server_side_vehicle_info_panel.gd new file mode 100644 index 000000000..13142058b --- /dev/null +++ b/examples/server-side-vehicle/scripts/server_side_vehicle_info_panel.gd @@ -0,0 +1,26 @@ +extends Control + +# Server side vehicle info panel +@onready var peer_label : Label = $MarginContainer/VBoxContainer/PeerLabel as Label +@onready var reload_progress_bar = $MarginContainer2/VBoxContainer/ReloadProgressBar +@onready var reload_label = $MarginContainer2/VBoxContainer/ReloadLabel +@onready var score_label = $MarginContainer2/VBoxContainer/ScoreLabel + +# Called when the node enters the scene tree for the first time. +func _ready(): + peer_label.text = "Server Side Vehicle Example \n Peer#" + str(multiplayer.get_unique_id()) + +func _process(_delta): + var tank = get_parent() + if not tank: + return + + var percentage = (NetworkTime.tick - tank._last_fire_tick) as float / tank.fire_cooldown_tick as float + reload_progress_bar.value = percentage * 100.0 + + if reload_progress_bar.value > 99: + reload_label.text = "Loaded" + else: + reload_label.text = "Loading" + + score_label.text = "Score: " + str(tank.score) diff --git a/examples/server-side-vehicle/scripts/tank_input.gd b/examples/server-side-vehicle/scripts/tank_input.gd new file mode 100644 index 000000000..8cfc85439 --- /dev/null +++ b/examples/server-side-vehicle/scripts/tank_input.gd @@ -0,0 +1,72 @@ +extends Node + +## ServerSideTank input script + +var movement := Vector2.ZERO +var brake := false +var mouse_movement := Vector2.ZERO +var fire := false + +var _mouse_movement_buffer := Vector2.ZERO +var _fire_buffer := false + +func _ready(): + NetworkTime.before_tick_loop.connect(_gather) + # Fire is gathered for every tick, not only once per tick loop, so a + # press is only sent once even if a loop runs multiple ticks. It's + # gathered before the tick, so InputSenderServer records it on the same + # tick, after the tick. + NetworkTime.before_tick.connect(func(_dt, _t): _gather_always()) + +func _process(_delta) -> void: + if not is_multiplayer_authority(): + return + + if Input.is_action_just_pressed("weapon_fire"): + _fire_buffer = true + +func _notification(what): + if not is_multiplayer_authority(): + return + + if what == NOTIFICATION_WM_WINDOW_FOCUS_IN: + Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) + +func _gather(): + if not is_multiplayer_authority(): + return + + # Get the input direction and handle the movement/deceleration. + # As good practice, you should replace UI actions with custom gameplay actions. + var mx = Input.get_axis("move_west", "move_east") + var mz = Input.get_axis("move_north", "move_south") + movement = Vector2(mx, mz) + brake = Input.is_action_pressed("move_jump") + + mouse_movement = _mouse_movement_buffer if _mouse_movement_buffer else Vector2.ZERO + _mouse_movement_buffer = Vector2.ZERO + +func _gather_always(): + if not is_multiplayer_authority(): + return + + fire = _fire_buffer + _fire_buffer = false + +func _input(event: InputEvent) -> void: + if not is_multiplayer_authority(): + return + + if event.is_action_pressed("escape"): + if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED: + Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) + else: + Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) + +func _unhandled_input(event: InputEvent) -> void: + if not is_multiplayer_authority(): + return + + if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED and event is InputEventMouseMotion: + _mouse_movement_buffer.x += event.relative.x + _mouse_movement_buffer.y += event.relative.y diff --git a/examples/server-side-vehicle/scripts/tank_shell.gd b/examples/server-side-vehicle/scripts/tank_shell.gd new file mode 100644 index 000000000..e9c0c704d --- /dev/null +++ b/examples/server-side-vehicle/scripts/tank_shell.gd @@ -0,0 +1,25 @@ +extends Node3D + +# Tank Shell script + +# Only can kill tanks on server. + +@export var speed := 50.0 + +# Set this from firing tank +var firing_tank : Node = null + +# Called every frame. 'delta' is the elapsed time since the previous frame. +func _process(delta): + global_position += global_transform.basis.z * speed * delta + +func _on_area_3d_body_entered(body): + if multiplayer.is_server(): + if body.has_method("die"): + body.die() + if firing_tank: + print("%s killed another tank +1 score!" %firing_tank.name) + firing_tank.score += 1 + + + queue_free() diff --git a/examples/simulated-player/scenes/simulated_player.tscn b/examples/simulated-player/scenes/simulated_player.tscn new file mode 100644 index 000000000..431aeeb8e --- /dev/null +++ b/examples/simulated-player/scenes/simulated_player.tscn @@ -0,0 +1,35 @@ +[gd_scene load_steps=7 format=3 uid="uid://co2srxfbf8dac"] + +[ext_resource type="Script" path="res://examples/simulated-player/scripts/simulated_player.gd" id="1_4n6wb"] +[ext_resource type="Script" path="res://examples/simulated-player/scripts/simulated_player_input.gd" id="2_8xdxw"] +[ext_resource type="Script" path="res://addons/netfox/input-sender.gd" id="3_1fmuj"] +[ext_resource type="Script" path="res://addons/netfox/simulator.gd" id="4_mmxoi"] + +[sub_resource type="CapsuleMesh" id="CapsuleMesh_icq3d"] + +[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_05200"] + +[node name="SimulatedPlayer" type="CharacterBody3D"] +collision_layer = 3 +collision_mask = 3 +script = ExtResource("1_4n6wb") + +[node name="MeshInstance3D" type="MeshInstance3D" parent="."] +mesh = SubResource("CapsuleMesh_icq3d") + +[node name="CollisionShape3D" type="CollisionShape3D" parent="."] +shape = SubResource("CapsuleShape3D_05200") + +[node name="Input" type="Node" parent="."] +script = ExtResource("2_8xdxw") + +[node name="InputSender" type="Node" parent="." node_paths=PackedStringArray("root")] +script = ExtResource("3_1fmuj") +root = NodePath("..") +input_properties = Array[String](["Input:movement", "Input:jump"]) + +[node name="Simulator" type="Node" parent="." node_paths=PackedStringArray("root", "listened_input_sender")] +script = ExtResource("4_mmxoi") +root = NodePath("..") +listened_input_sender = NodePath("../InputSender") +state_properties = Array[String]([":global_transform", ":velocity"]) diff --git a/examples/simulated-player/scripts/simulated_player.gd b/examples/simulated-player/scripts/simulated_player.gd new file mode 100644 index 000000000..8f0070957 --- /dev/null +++ b/examples/simulated-player/scripts/simulated_player.gd @@ -0,0 +1,38 @@ +extends CharacterBody3D + +const SPEED = 150 +const JUMP_VELOCITY = 6.0 + +# Get the gravity from the project settings to be synced with RigidBody nodes. +var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") + +@onready var input = $Input + +func _simulated_tick(delta : float, _tick : int, _is_fresh : bool): + # Add the gravity. + if not is_on_floor(): + velocity.y -= gravity * delta + + # Handle Jump. + if input.jump and is_on_floor(): + velocity.y = JUMP_VELOCITY + + # Get the input direction and handle the movement/deceleration. + # As good practice, you should replace UI actions with custom gameplay actions. + var input_dir = Vector2(input.movement.x, input.movement.z) + var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() + if direction: + velocity.x = direction.x * SPEED * delta + velocity.z = direction.z * SPEED * delta + else: + velocity.x = move_toward(velocity.x, 0, SPEED * delta) + velocity.z = move_toward(velocity.z, 0, SPEED * delta) + +# print("input_jump is :%s" %input.jump) +# print("input_movement is :%s" %input.movement) +# print("velocity is :%s" %velocity) +# print("position is before move and slide: %s" %position) + velocity *= NetworkTime.physics_factor + move_and_slide() + velocity /= NetworkTime.physics_factor +# print("position is after move and slide: %s" %position) diff --git a/examples/simulated-player/scripts/simulated_player_input.gd b/examples/simulated-player/scripts/simulated_player_input.gd new file mode 100644 index 000000000..ac41bb3c4 --- /dev/null +++ b/examples/simulated-player/scripts/simulated_player_input.gd @@ -0,0 +1,22 @@ +extends Node + +# Input script for simulated player example. + +var movement: Vector3 = Vector3.ZERO +var jump: bool = false + +func _ready(): + NetworkTime.before_tick_loop.connect(_gather) + +func _gather(): + if not is_multiplayer_authority(): + return + + # Get the input direction and handle the movement/deceleration. + # As good practice, you should replace UI actions with custom gameplay actions. + var mx = Input.get_axis("ui_left", "ui_right") + var mz = Input.get_axis("ui_up", "ui_down") + movement = Vector3(mx, 0, mz) + + jump = Input.is_action_pressed("move_jump") +# print("inputs: movement %s, jump %s" %[movement, jump]) diff --git a/examples/simulated-player/simulated_player_example.tscn b/examples/simulated-player/simulated_player_example.tscn new file mode 100644 index 000000000..d06bf5bc8 --- /dev/null +++ b/examples/simulated-player/simulated_player_example.tscn @@ -0,0 +1,24 @@ +[gd_scene load_steps=7 format=3 uid="uid://1m61lxyrckhr"] + +[ext_resource type="PackedScene" uid="uid://cngy6hs8ohodj" path="res://examples/shared/scenes/map-square.tscn" id="1_t21fn"] +[ext_resource type="PackedScene" uid="uid://cncdbq72u50j3" path="res://examples/shared/scenes/environment.tscn" id="2_epr86"] +[ext_resource type="PackedScene" uid="uid://badtpsxn5lago" path="res://examples/shared/ui/network-popup.tscn" id="3_q107i"] +[ext_resource type="PackedScene" uid="uid://bpf1jdr255nr0" path="res://examples/shared/ui/time-display.tscn" id="4_qcrnb"] +[ext_resource type="Script" path="res://examples/shared/scripts/player-spawner.gd" id="5_3uvn6"] +[ext_resource type="PackedScene" uid="uid://co2srxfbf8dac" path="res://examples/simulated-player/scenes/simulated_player.tscn" id="6_15sfs"] + +[node name="SimulatedPlayerExample" type="Node3D"] + +[node name="Square Map" parent="." instance=ExtResource("1_t21fn")] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -3.80249, 0) + +[node name="Environment" parent="." instance=ExtResource("2_epr86")] + +[node name="Network Popup" parent="." instance=ExtResource("3_q107i")] + +[node name="Time Display" parent="." instance=ExtResource("4_qcrnb")] + +[node name="Players" type="Node" parent="." node_paths=PackedStringArray("spawn_root")] +script = ExtResource("5_3uvn6") +player_scene = ExtResource("6_15sfs") +spawn_root = NodePath(".") diff --git a/mkdocs.yml b/mkdocs.yml index 133737960..347101da3 100644 --- a/mkdocs.yml +++ b/mkdocs.yml @@ -62,6 +62,7 @@ nav: - 'netfox/guides/network-performance.md' - 'netfox/guides/network-command-server.md' - 'netfox/guides/network-schemas.md' + - 'netfox/guides/simulation.md' - 'netfox/guides/visibility-management.md' - 'netfox/guides/netfox-sharp.md' - Nodes: @@ -70,6 +71,8 @@ nav: - 'netfox/nodes/predictive-synchronizer.md' - 'netfox/nodes/state-synchronizer.md' - 'netfox/nodes/rewindable-action.md' + - 'netfox/nodes/simulator.md' + - 'netfox/nodes/input-sender.md' - netfox.noray: - Guides: - 'netfox.noray/guides/noray.md' diff --git a/project.godot b/project.godot index 38dc8ae37..c14a71052 100644 --- a/project.godot +++ b/project.godot @@ -136,6 +136,13 @@ escape={ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"echo":false,"script":null) ] } +focus={ +"deadzone": 0.5, +"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":70,"key_label":0,"unicode":102,"echo":false,"script":null) +, Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":4,"canceled":false,"pressed":false,"double_click":false,"script":null) +, Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":5,"canceled":false,"pressed":false,"double_click":false,"script":null) +] +} [netfox]