Sync fixes for RigidBody3D.

This commit is contained in:
Patrick_Pluto 2024-12-19 14:01:18 +01:00
parent c0d3c68fb3
commit 8c90c4e744
4 changed files with 63 additions and 11 deletions

View file

@ -103,6 +103,7 @@ func _on_peer_disconnected(id: int) -> void:
Log.warning("Failed to send disconnect message to %d!" % found_peer)
mutex.unlock()
return
mutex.unlock()
# The following function sends the roomname selected by the client.
@ -237,6 +238,8 @@ func send_playerlist(status: int, newPeers: Dictionary) -> void:
Log.warning("Name %s is already taken in the room!" % Game.username)
3:
Log.warning("Sent a playerlist request to a regular peer, not the host!")
else:
Log.warning("Non-manager peer tried to send a manager only request: send_playerlist")
## General Game RPCs
@ -263,6 +266,8 @@ func start_game() -> void:
if multiplayer.get_remote_sender_id() == managerID:
if get_tree().change_scene_to_file("res://scenes/maps/testmap.tscn") != OK:
Log.warning("Couldn't load the map!")
else:
Log.warning("Non-manager peer tried to send a manager only request: start_game")
func player_sync_call(position: Vector3, rotation: Vector3) -> void:
for peer: int in Networking.get_ids():
@ -271,14 +276,16 @@ func player_sync_call(position: Vector3, rotation: Vector3) -> void:
Log.warning("Couldn't send RPC to %d!" % peer)
# Synchronizes the player state.
@rpc("any_peer", "call_remote", "reliable")
@rpc("any_peer", "call_remote", "unreliable")
func player_sync(position: Vector3, rotation: Vector3) -> void:
if verify_id(multiplayer.get_remote_sender_id()):
for peer: String in peers:
if peers[peer] == multiplayer.get_remote_sender_id() and has_node("/root/"+Game.mapname+"/"+peer):
var player: CharacterBody3D = get_node("/root/"+Game.mapname+"/"+peer)
var player: Player = get_node("/root/"+Game.mapname+"/"+peer)
player.position = position
player.rotation = rotation
else:
Log.warning("A non affiliated peer tried to send: player_sync")
func npc_sync_call(position: Vector3, rotation: Vector3, node_name: String) -> void:
for peer: int in Networking.get_ids():
@ -287,12 +294,30 @@ func npc_sync_call(position: Vector3, rotation: Vector3, node_name: String) -> v
Log.warning("Couldn't send RPC to %d!" % peer)
# Synchronizes the npc state.
@rpc("any_peer", "call_remote", "reliable")
@rpc("any_peer", "call_remote", "unreliable")
func npc_sync(position: Vector3, rotation: Vector3, node_name: String) -> void:
if managerID == multiplayer.get_remote_sender_id():
var npc: CharacterBody3D = get_node("/root/"+Game.mapname+"/"+node_name)
var npc: NPC = get_node("/root/"+Game.mapname+"/"+node_name)
npc.position = position
npc.rotation = rotation
else:
Log.warning("Non-manager peer tried to send a manager only request: npc_sync")
func object_sync_call(position: Vector3, rotation: Vector3, node_name: String) -> void:
for peer: int in Networking.get_ids():
if peer != multiplayer.get_unique_id():
if rpc_id(peer, "object_sync", position, rotation, node_name) != OK:
Log.warning("Couldn't send RPC to %d!" % peer)
# Synchronizes the npc state.
@rpc("any_peer", "call_remote", "unreliable")
func object_sync(position: Vector3, rotation: Vector3, node_name: String) -> void:
if managerID == multiplayer.get_remote_sender_id():
var carryable: Carryable = get_node("/root/"+Game.mapname+"/NPCCarryables/"+node_name)
carryable.position = position
carryable.rotation = rotation
else:
Log.warning("Non-manager peer tried to send a manager only request: npc_sync")
func pick_up_sync_call(npc: NPC, carryable: Carryable) -> void:
var npc_path: NodePath = npc.get_path()
@ -301,11 +326,27 @@ func pick_up_sync_call(npc: NPC, carryable: Carryable) -> void:
if rpc_id(peer, "pick_up_sync", npc_path, carryable_path) != OK:
Log.warning("Couldn't send RPC to %d!" % peer)
# Synchronizes the text above the npc.
@rpc("any_peer", "call_local", "reliable")
func npc_text_sync(text: String, npc: NodePath) -> void:
if managerID == multiplayer.get_remote_sender_id():
(get_node(npc) as NPC).set_text(text)
else:
Log.warning("Non-manager peer tried to send a manager only request: npc_text_sync")
func npc_text_sync_call(text: String, npc: NPC) -> void:
var npc_path: NodePath = npc.get_path()
for peer: int in Networking.get_ids():
if rpc_id(peer, "npc_text_sync", text, npc_path) != OK:
Log.warning("Couldn't send RPC to %d!" % peer)
# Synchronizes the object that is picked up by the npc.
@rpc("any_peer", "call_local", "reliable")
func pick_up_sync(npc: NodePath, carryable: NodePath) -> void:
if managerID == multiplayer.get_remote_sender_id():
(get_node(npc) as NPC).pick_up(get_node(carryable) as Carryable)
else:
Log.warning("Non-manager peer tried to send a manager only request: pick_up_sync")
func set_down_sync_call(npc: NPC, carryable: Carryable) -> void:
var npc_path: NodePath = npc.get_path()
@ -319,3 +360,5 @@ func set_down_sync_call(npc: NPC, carryable: Carryable) -> void:
func set_down_sync(npc: NodePath, carryable: NodePath) -> void:
if managerID == multiplayer.get_remote_sender_id():
(get_node(npc) as NPC).set_down(get_node(carryable) as Carryable)
else:
Log.warning("Non-manager peer tried to send a manager only request: set_down_sync")