Sync fixes for RigidBody3D.
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c0d3c68fb3
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8c90c4e744
4 changed files with 63 additions and 11 deletions
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@ -47,7 +47,7 @@ script = ExtResource("2_qrp84")
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[node name="NPCCarryables" type="Node3D" parent="."]
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[node name="Closet" parent="NPCCarryables" instance=ExtResource("2_yvpvm")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 29, 10, -30)
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transform = Transform3D(0.642788, -0.766044, 0, 0.766044, 0.642788, 0, 0, 0, 1, 29, 10, -30)
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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transform = Transform3D(-0.899519, 0.375, 0.224144, -0.224144, -0.836516, 0.5, 0.375, 0.399519, 0.836516, 0, 0, 0)
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@ -32,13 +32,16 @@ func _timer_done() -> void:
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if angry_meter > 0:
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angry_meter -= 1
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if target is Objective:
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($Label3D as Label3D).text = "%s %ds left" % [(target as Objective).displayed, angry_meter]
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Networking.npc_text_sync_call("%s %ds left" % [(target as Objective).displayed, angry_meter], self)
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else:
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($Label3D as Label3D).text = ""
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Networking.npc_text_sync_call("", self)
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(target as Objective).occupied = false
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timer.stop()
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phase = 2
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func set_text(text: String) -> void:
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($Label3D as Label3D).text = text
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# determines the closest resting place and navigates to it.
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func find_objective() -> void:
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var lowest_distance: float = 99999999999999
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@ -70,6 +73,7 @@ func pick_up(node: Carryable) -> void:
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node.get_parent().remove_child(node)
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node.carry()
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node.position = Vector3(0, 1, -1)
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node.rotation = Vector3(0, 0, 0)
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add_child(node)
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find_player(99999999999)
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phase = 3
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@ -78,7 +82,8 @@ func set_down(node: Carryable) -> void:
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carrying = false
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node.get_parent().remove_child(node)
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node.uncarry()
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node.position = position + Vector3(0,0,1)
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node.rotation = rotation
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node.position += position
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get_tree().root.get_node("/root/"+Game.mapname+"/NPCCarryables").add_child(node)
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find_player(99999999999)
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phase = 0
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@ -24,6 +24,10 @@ func _on_body_entered(body: Node) -> void:
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carried_by = body
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Networking.pick_up_sync_call(carried_by, self)
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if body is Player and carried:
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Networking.set_down_sync_call(carried_by, self)
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(body as Player).incapacitate()
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if body is Player and carried:
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Networking.set_down_sync_call(carried_by, self)
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(body as Player).incapacitate()
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func _physics_process(_delta: float) -> void:
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if Networking.isManager and sleeping and !carried:
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Networking.object_sync_call(position, rotation, name)
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@ -103,6 +103,7 @@ func _on_peer_disconnected(id: int) -> void:
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Log.warning("Failed to send disconnect message to %d!" % found_peer)
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mutex.unlock()
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return
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mutex.unlock()
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# The following function sends the roomname selected by the client.
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@ -237,6 +238,8 @@ func send_playerlist(status: int, newPeers: Dictionary) -> void:
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Log.warning("Name %s is already taken in the room!" % Game.username)
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3:
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Log.warning("Sent a playerlist request to a regular peer, not the host!")
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else:
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Log.warning("Non-manager peer tried to send a manager only request: send_playerlist")
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## General Game RPCs
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@ -263,6 +266,8 @@ func start_game() -> void:
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if multiplayer.get_remote_sender_id() == managerID:
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if get_tree().change_scene_to_file("res://scenes/maps/testmap.tscn") != OK:
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Log.warning("Couldn't load the map!")
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else:
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Log.warning("Non-manager peer tried to send a manager only request: start_game")
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func player_sync_call(position: Vector3, rotation: Vector3) -> void:
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for peer: int in Networking.get_ids():
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@ -271,14 +276,16 @@ func player_sync_call(position: Vector3, rotation: Vector3) -> void:
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Log.warning("Couldn't send RPC to %d!" % peer)
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# Synchronizes the player state.
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@rpc("any_peer", "call_remote", "reliable")
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@rpc("any_peer", "call_remote", "unreliable")
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func player_sync(position: Vector3, rotation: Vector3) -> void:
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if verify_id(multiplayer.get_remote_sender_id()):
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for peer: String in peers:
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if peers[peer] == multiplayer.get_remote_sender_id() and has_node("/root/"+Game.mapname+"/"+peer):
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var player: CharacterBody3D = get_node("/root/"+Game.mapname+"/"+peer)
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var player: Player = get_node("/root/"+Game.mapname+"/"+peer)
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player.position = position
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player.rotation = rotation
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else:
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Log.warning("A non affiliated peer tried to send: player_sync")
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func npc_sync_call(position: Vector3, rotation: Vector3, node_name: String) -> void:
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for peer: int in Networking.get_ids():
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@ -287,12 +294,30 @@ func npc_sync_call(position: Vector3, rotation: Vector3, node_name: String) -> v
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Log.warning("Couldn't send RPC to %d!" % peer)
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# Synchronizes the npc state.
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@rpc("any_peer", "call_remote", "reliable")
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@rpc("any_peer", "call_remote", "unreliable")
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func npc_sync(position: Vector3, rotation: Vector3, node_name: String) -> void:
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if managerID == multiplayer.get_remote_sender_id():
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var npc: CharacterBody3D = get_node("/root/"+Game.mapname+"/"+node_name)
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var npc: NPC = get_node("/root/"+Game.mapname+"/"+node_name)
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npc.position = position
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npc.rotation = rotation
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else:
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Log.warning("Non-manager peer tried to send a manager only request: npc_sync")
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func object_sync_call(position: Vector3, rotation: Vector3, node_name: String) -> void:
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for peer: int in Networking.get_ids():
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if peer != multiplayer.get_unique_id():
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if rpc_id(peer, "object_sync", position, rotation, node_name) != OK:
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Log.warning("Couldn't send RPC to %d!" % peer)
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# Synchronizes the npc state.
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@rpc("any_peer", "call_remote", "unreliable")
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func object_sync(position: Vector3, rotation: Vector3, node_name: String) -> void:
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if managerID == multiplayer.get_remote_sender_id():
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var carryable: Carryable = get_node("/root/"+Game.mapname+"/NPCCarryables/"+node_name)
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carryable.position = position
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carryable.rotation = rotation
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else:
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Log.warning("Non-manager peer tried to send a manager only request: npc_sync")
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func pick_up_sync_call(npc: NPC, carryable: Carryable) -> void:
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var npc_path: NodePath = npc.get_path()
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@ -301,11 +326,27 @@ func pick_up_sync_call(npc: NPC, carryable: Carryable) -> void:
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if rpc_id(peer, "pick_up_sync", npc_path, carryable_path) != OK:
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Log.warning("Couldn't send RPC to %d!" % peer)
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# Synchronizes the text above the npc.
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@rpc("any_peer", "call_local", "reliable")
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func npc_text_sync(text: String, npc: NodePath) -> void:
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if managerID == multiplayer.get_remote_sender_id():
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(get_node(npc) as NPC).set_text(text)
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else:
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Log.warning("Non-manager peer tried to send a manager only request: npc_text_sync")
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func npc_text_sync_call(text: String, npc: NPC) -> void:
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var npc_path: NodePath = npc.get_path()
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for peer: int in Networking.get_ids():
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if rpc_id(peer, "npc_text_sync", text, npc_path) != OK:
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Log.warning("Couldn't send RPC to %d!" % peer)
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# Synchronizes the object that is picked up by the npc.
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@rpc("any_peer", "call_local", "reliable")
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func pick_up_sync(npc: NodePath, carryable: NodePath) -> void:
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if managerID == multiplayer.get_remote_sender_id():
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(get_node(npc) as NPC).pick_up(get_node(carryable) as Carryable)
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else:
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Log.warning("Non-manager peer tried to send a manager only request: pick_up_sync")
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func set_down_sync_call(npc: NPC, carryable: Carryable) -> void:
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var npc_path: NodePath = npc.get_path()
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@ -319,3 +360,5 @@ func set_down_sync_call(npc: NPC, carryable: Carryable) -> void:
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func set_down_sync(npc: NodePath, carryable: NodePath) -> void:
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if managerID == multiplayer.get_remote_sender_id():
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(get_node(npc) as NPC).set_down(get_node(carryable) as Carryable)
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else:
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Log.warning("Non-manager peer tried to send a manager only request: set_down_sync")
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