Fix multiplayer presentation and Fishnet synchronization
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31d459b3a7
commit
2045d8e288
19 changed files with 748 additions and 41 deletions
163
tests/movement_multiplayer_validation.gd
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163
tests/movement_multiplayer_validation.gd
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extends SceneTree
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const MainScene: PackedScene = preload("res://main/main.tscn")
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const TEST_PORT: int = 18141
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func _initialize() -> void:
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call_deferred("_run")
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func _run() -> void:
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var arguments: PackedStringArray = OS.get_cmdline_user_args()
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if arguments.has("host"):
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await _run_host()
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return
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if arguments.has("client"):
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await _run_client()
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return
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push_error("Movement multiplayer validation needs host or client mode.")
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quit(1)
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func _run_host() -> void:
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var main: Node = await _create_initialized_main()
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var session := main.get_node("%NetworkSession") as NetworkSession
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var save_manager := main.get("_save_manager") as PlayerSaveManager
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assert(session.start_private_host(TEST_PORT))
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assert(save_manager.initialize_new_game())
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main.call("_enter_gameplay")
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for _frame: int in 4:
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await physics_frame
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assert(session.set_host_open(true))
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var remote_peer_id: int = await _wait_for_remote_peer(session)
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assert(remote_peer_id > 1)
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var player := main.get("_player") as Player
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player.configure_network_remote(true)
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player.apply_authoritative_network_input(_movement_input(1, true))
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await create_timer(2.5).timeout
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player.apply_authoritative_network_input(_movement_input(2, false))
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await create_timer(2.5).timeout
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player.apply_authoritative_network_input(_movement_input(3, false, false))
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var disconnect_deadline: int = Time.get_ticks_msec() + 8000
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while (
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Time.get_ticks_msec() < disconnect_deadline
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and session.is_authenticated_peer(remote_peer_id)
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):
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await process_frame
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assert(not session.is_authenticated_peer(remote_peer_id))
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print("Movement multiplayer host validation: PASS")
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session.disconnect_session("")
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main.queue_free()
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for _frame: int in 4:
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await process_frame
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await create_timer(0.1).timeout
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quit()
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func _run_client() -> void:
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var main: Node = await _create_initialized_main()
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main.call(
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"_on_title_join_game_requested",
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"127.0.0.1:%d" % TEST_PORT,
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)
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var session := main.get_node("%NetworkSession") as NetworkSession
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var join_deadline: int = Time.get_ticks_msec() + 20000
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while Time.get_ticks_msec() < join_deadline:
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await process_frame
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if session.state == NetworkSession.State.VERIFYING_SERVER_IDENTITY:
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main.call("_confirm_server_trust")
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if session.is_joined_client() and bool(main.get("_gameplay_started")):
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break
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assert(session.is_joined_client())
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var spawn_service := main.get_node(
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"%PlayerSpawnService"
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) as PlayerSpawnService
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var host_avatar: Player = spawn_service.get_avatar(1)
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assert(host_avatar != null)
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var animation_player := host_avatar.get_node(
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"Visuals/CharacterRig/AnimationPlayer"
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) as AnimationPlayer
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var sprint_dust := host_avatar.get_node("%SprintDust") as SprintDustTrail
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var saw_running: bool = false
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var saw_walking: bool = false
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var saw_animation_advance: bool = false
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var saw_dust: bool = false
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var previous_animation: StringName = &""
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var previous_animation_position: float = -1.0
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var observation_deadline: int = Time.get_ticks_msec() + 7000
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while Time.get_ticks_msec() < observation_deadline:
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await process_frame
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var current_animation: StringName = animation_player.current_animation
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saw_running = saw_running or current_animation.begins_with("running")
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saw_walking = saw_walking or current_animation.begins_with("walking")
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var current_position: float = (
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animation_player.current_animation_position
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)
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if (
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current_animation == previous_animation
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and previous_animation_position >= 0.0
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and absf(current_position - previous_animation_position) > 0.001
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):
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saw_animation_advance = true
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previous_animation = current_animation
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previous_animation_position = current_position
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saw_dust = saw_dust or sprint_dust.get_active_puff_count() > 0
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if saw_running and saw_walking and saw_animation_advance and saw_dust:
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break
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assert(saw_running)
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assert(saw_walking)
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assert(saw_animation_advance)
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assert(saw_dust)
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print("Movement multiplayer client validation: PASS")
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session.disconnect_session("")
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main.queue_free()
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for _frame: int in 4:
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await process_frame
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await create_timer(0.1).timeout
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quit()
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func _movement_input(
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sequence: int,
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sprinting: bool,
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moving: bool = true,
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) -> Dictionary:
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return {
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"sequence": sequence,
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"axis": [0.0, -1.0] if moving else [0.0, 0.0],
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"camera_yaw": 0.0,
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"jump": false,
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"sprint": sprinting,
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"sneak": false,
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"slow_walk": false,
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"sitting": false,
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"casting": false,
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"animation_action": (
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NetworkPlayerAnimationProtocol.make_action_state()
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),
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}
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func _create_initialized_main() -> Node:
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root.size = Vector2i(1280, 720)
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var main: Node = MainScene.instantiate()
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root.add_child(main)
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for _frame: int in 4:
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await process_frame
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if not bool(main.get("_application_initialized")):
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main.call("_activate_selected_data_path", "", true)
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for _frame: int in 8:
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await process_frame
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assert(bool(main.get("_application_initialized")))
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return main
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func _wait_for_remote_peer(session: NetworkSession) -> int:
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var deadline: int = Time.get_ticks_msec() + 20000
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while Time.get_ticks_msec() < deadline:
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await process_frame
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for peer_id: int in session.get_authenticated_peer_ids():
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if peer_id != session.get_local_peer_id():
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return peer_id
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return 0
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