Improve controller freecam and network movement

This commit is contained in:
Alexander Sellite 2026-08-14 22:12:13 -04:00
parent a3e0830bd1
commit 79a399674a
4 changed files with 263 additions and 22 deletions

View file

@ -9,6 +9,8 @@ const CONNECTION_TIMEOUT_SECONDS: float = 10.0
const AUTHENTICATION_TIMEOUT_SECONDS: float = 60.0
const INPUT_INTERVAL: float = 1.0 / 30.0
const SNAPSHOT_INTERVAL: float = 1.0 / 30.0
const MOVEMENT_SNAPSHOT_BATCH_SIZE: int = 8
const MOVEMENT_SNAPSHOT_FIELD_COUNT: int = 12
const MAX_MOVEMENT_INPUT_SEQUENCE: int = 2147483647
signal state_changed(state: State)
@ -1775,24 +1777,122 @@ func _is_valid_movement_input(data: Dictionary) -> bool:
func _broadcast_movement_snapshots() -> void:
var snapshots: Array[Dictionary] = []
var snapshots: Array = []
for peer_id: int in _registry.get_peer_ids():
var avatar: Player = _spawn_service.get_avatar(peer_id)
if avatar == null:
continue
snapshots.append(avatar.make_network_snapshot(peer_id))
receive_movement_snapshots.rpc(snapshots)
var encoded: Array = _encode_movement_snapshot(
avatar.make_network_snapshot(peer_id)
)
if not encoded.is_empty():
snapshots.append(encoded)
# The compact v5 representation keeps a normal eight-player update near
# 1 KiB instead of the roughly 3.7 KiB dictionary representation. Rooms
# configured above the normal cap are divided into the same safe size.
for start_index: int in range(
0,
snapshots.size(),
MOVEMENT_SNAPSHOT_BATCH_SIZE,
):
receive_movement_snapshots.rpc(
snapshots.slice(
start_index,
mini(
start_index + MOVEMENT_SNAPSHOT_BATCH_SIZE,
snapshots.size(),
),
)
)
static func _encode_movement_snapshot(snapshot: Dictionary) -> Array:
var position: Variant = snapshot.get("position")
var snapshot_velocity: Variant = snapshot.get("velocity")
var animation_value: Variant = snapshot.get("animation_state")
if (
typeof(position) != TYPE_ARRAY
or position.size() != 3
or typeof(snapshot_velocity) != TYPE_ARRAY
or snapshot_velocity.size() != 3
or not NetworkPlayerAnimationProtocol.validate_state(animation_value)
):
return []
var animation: Dictionary = animation_value
var action: Dictionary = animation["action"]
return [
int(snapshot.get("peer_id", 0)),
int(snapshot.get("acknowledged_input", 0)),
Vector3(float(position[0]), float(position[1]), float(position[2])),
Vector3(
float(snapshot_velocity[0]),
float(snapshot_velocity[1]),
float(snapshot_velocity[2]),
),
float(snapshot.get("visual_yaw", 0.0)),
str(animation["locomotion_id"]),
bool(animation["grounded"]),
str(action["id"]),
int(action["sequence"]),
float(action["elapsed"]),
bool(snapshot.get("sitting", false)),
bool(snapshot.get("casting", false)),
]
static func _decode_movement_snapshot(value: Variant) -> Dictionary:
if typeof(value) != TYPE_ARRAY:
return {}
var fields: Array = value
if (
fields.size() != MOVEMENT_SNAPSHOT_FIELD_COUNT
or typeof(fields[0]) != TYPE_INT
or typeof(fields[1]) != TYPE_INT
or typeof(fields[2]) != TYPE_VECTOR3
or typeof(fields[3]) != TYPE_VECTOR3
or typeof(fields[4]) not in [TYPE_FLOAT, TYPE_INT]
or typeof(fields[5]) not in [TYPE_STRING, TYPE_STRING_NAME]
or typeof(fields[6]) != TYPE_BOOL
or typeof(fields[7]) not in [TYPE_STRING, TYPE_STRING_NAME]
or typeof(fields[8]) != TYPE_INT
or typeof(fields[9]) not in [TYPE_FLOAT, TYPE_INT]
or typeof(fields[10]) != TYPE_BOOL
or typeof(fields[11]) != TYPE_BOOL
):
return {}
var position: Vector3 = fields[2]
var snapshot_velocity: Vector3 = fields[3]
return {
"peer_id": int(fields[0]),
"acknowledged_input": int(fields[1]),
"position": [position.x, position.y, position.z],
"velocity": [
snapshot_velocity.x,
snapshot_velocity.y,
snapshot_velocity.z,
],
"visual_yaw": float(fields[4]),
"animation_state": NetworkPlayerAnimationProtocol.make_state(
StringName(str(fields[5])),
bool(fields[6]),
StringName(str(fields[7])),
int(fields[8]),
float(fields[9]),
),
"sitting": bool(fields[10]),
"casting": bool(fields[11]),
}
@rpc("authority", "call_remote", "unreliable_ordered", 2)
func receive_movement_snapshots(snapshots: Array) -> void:
func receive_movement_snapshots(encoded_snapshots: Array) -> void:
if state != State.JOINED_CLIENT:
return
var local_peer_id: int = multiplayer.get_unique_id()
for value: Variant in snapshots:
if typeof(value) != TYPE_DICTIONARY:
for value: Variant in encoded_snapshots:
var snapshot: Dictionary = _decode_movement_snapshot(value)
if snapshot.is_empty():
continue
var snapshot: Dictionary = value
if typeof(snapshot.get("peer_id")) != TYPE_INT:
continue
var peer_id: int = snapshot["peer_id"]
@ -1800,7 +1900,11 @@ func receive_movement_snapshots(snapshots: Array) -> void:
if avatar == null:
continue
if peer_id == local_peer_id:
avatar.apply_local_prediction_correction(snapshot)
avatar.apply_local_prediction_correction(
snapshot,
_input_sequence,
INPUT_INTERVAL,
)
else:
avatar.push_network_snapshot(snapshot)

View file

@ -104,6 +104,11 @@ const CHARACTER_CALL_MOUTH_ID: String = "open_ah"
const CHARACTER_CALL_MOUTH_DURATION_SECONDS: float = 0.16
const BASE_REEL_SPEED: float = 0.16
const LANDING_DUST_MIN_FALL_SPEED: float = 2.5
const NETWORK_EXTRAPOLATION_LIMIT_SECONDS: float = 0.5
const LOCAL_PREDICTION_EXTRAPOLATION_LIMIT_SECONDS: float = 0.25
const LOCAL_PREDICTION_CORRECTION_THRESHOLD: float = 0.12
const LOCAL_PREDICTION_SNAP_DISTANCE: float = 2.0
const LOCAL_PREDICTION_CORRECTION_WEIGHT: float = 0.18
# The target Android handheld exposes its physical right trigger through
# Godot's left-trigger axis. Keep the role named here so the platform mapping
# remains isolated from camera behavior.
@ -767,6 +772,13 @@ func _process(delta: float) -> void:
if not local_control_enabled:
return
if _free_camera_active:
if _is_camera_input_enabled():
_rotate_free_camera(
_scale_controller_camera_input(
_get_controller_camera_stick(),
delta,
)
)
return
if _camera_dragging and not Input.is_action_pressed("camera_drag"):
@ -785,15 +797,8 @@ func _process(delta: float) -> void:
+ vertical_zoom_input * controller_zoom_speed * delta
)
else:
var adjusted_strength: float = (
(stick.length() - controller_camera_deadzone)
/ (1.0 - controller_camera_deadzone)
)
_rotate_camera(
stick.normalized()
* adjusted_strength
* controller_camera_speed
* delta
_scale_controller_camera_input(stick, delta)
)
var zoom_weight: float = 1.0 - exp(-zoom_smoothing * delta)
@ -884,6 +889,25 @@ func _get_controller_camera_stick() -> Vector2:
)
func _scale_controller_camera_input(
stick: Vector2,
delta: float,
) -> Vector2:
var strength: float = stick.length()
if strength <= controller_camera_deadzone:
return Vector2.ZERO
var adjusted_strength: float = (
(strength - controller_camera_deadzone)
/ (1.0 - controller_camera_deadzone)
)
return (
stick.normalized()
* adjusted_strength
* controller_camera_speed
* delta
)
func _get_controller_zoom_strength() -> float:
if _controller_mapping_manager != null:
return _controller_mapping_manager.get_role_strength(
@ -1540,7 +1564,11 @@ func push_network_snapshot(snapshot: Dictionary) -> void:
_network_snapshot_ready = true
func apply_local_prediction_correction(snapshot: Dictionary) -> void:
func apply_local_prediction_correction(
snapshot: Dictionary,
latest_input_sequence: int = 0,
input_interval_seconds: float = 0.0,
) -> void:
var parsed: Dictionary = _parse_network_snapshot(snapshot)
if parsed.is_empty():
return
@ -1556,13 +1584,32 @@ func apply_local_prediction_correction(snapshot: Dictionary) -> void:
if not _sitting_intent_pending:
_set_sitting(bool(parsed["sitting"]))
var authoritative_position: Vector3 = parsed["position"]
if (
acknowledged_input > 0
and latest_input_sequence > acknowledged_input
and input_interval_seconds > 0.0
):
# The snapshot describes the host's position when an older input was
# acknowledged. Project it through the measured input-sequence gap so
# ordinary round-trip latency is not mistaken for prediction error.
var sequence_gap: int = latest_input_sequence - acknowledged_input
var transit_seconds: float = minf(
float(sequence_gap) * input_interval_seconds,
LOCAL_PREDICTION_EXTRAPOLATION_LIMIT_SECONDS,
)
authoritative_position += (
(parsed["velocity"] as Vector3) * transit_seconds
)
var error_distance: float = global_position.distance_to(
authoritative_position
)
if error_distance > 2.0:
if error_distance > LOCAL_PREDICTION_SNAP_DISTANCE:
global_position = authoritative_position
elif error_distance > 0.05:
global_position = global_position.lerp(authoritative_position, 0.18)
elif error_distance > LOCAL_PREDICTION_CORRECTION_THRESHOLD:
global_position = global_position.lerp(
authoritative_position,
LOCAL_PREDICTION_CORRECTION_WEIGHT,
)
func apply_network_teleport(snapshot: Dictionary) -> void:
@ -1760,7 +1807,10 @@ func _apply_network_casting(casting: bool) -> void:
func _update_network_interpolation(delta: float) -> void:
if not _network_snapshot_ready:
return
_network_snapshot_age = minf(_network_snapshot_age + delta, 0.1)
_network_snapshot_age = minf(
_network_snapshot_age + delta,
NETWORK_EXTRAPOLATION_LIMIT_SECONDS,
)
var predicted_position: Vector3 = (
_network_target_position
+ _network_target_velocity * _network_snapshot_age

View file

@ -220,7 +220,27 @@ func _run() -> void:
assert(QuickRadialMenu.ACTIONS.has(&"hud"))
game_ui.call("_on_quick_action_selected", &"freecam")
assert(player.is_free_camera_active())
assert(player.get_active_gameplay_camera().name == &"FreeCamera")
var free_camera := player.get_active_gameplay_camera()
assert(free_camera.name == &"FreeCamera")
var free_camera_yaw_before: float = free_camera.global_rotation.y
var mapping_manager := main.get(
"_controller_mapping_manager"
) as ControllerMappingManager
var right_stick_motion := InputEventJoypadMotion.new()
right_stick_motion.device = mapping_manager.get_active_device_id()
right_stick_motion.axis = JOY_AXIS_RIGHT_X
right_stick_motion.axis_value = 0.9
Input.parse_input_event(right_stick_motion)
await create_timer(0.1).timeout
assert(
absf(angle_difference(
free_camera.global_rotation.y,
free_camera_yaw_before,
)) > 0.02
)
right_stick_motion.axis_value = 0.0
Input.parse_input_event(right_stick_motion)
await process_frame
game_ui.call("_on_quick_action_selected", &"freecam")
assert(not player.is_free_camera_active())
game_ui.call("_on_quick_action_selected", &"hud")

View file

@ -1,6 +1,7 @@
extends SceneTree
const MainScene: PackedScene = preload("res://main/main.tscn")
const PlayerScene: PackedScene = preload("res://player/player.tscn")
const TEST_PORT: int = 18141
@ -9,7 +10,12 @@ func _initialize() -> void:
func _run() -> void:
await _validate_latency_smoothing()
var arguments: PackedStringArray = OS.get_cmdline_user_args()
if arguments.has("unit"):
print("Movement latency smoothing validation: PASS")
quit()
return
if arguments.has("host"):
await _run_host()
return
@ -20,6 +26,67 @@ func _run() -> void:
quit(1)
func _validate_latency_smoothing() -> void:
var avatar := PlayerScene.instantiate() as Player
root.add_child(avatar)
await process_frame
avatar.set_process(false)
avatar.set_physics_process(false)
avatar.configure_network_remote(false)
var moving_snapshot: Dictionary = _network_snapshot(
Vector3.ZERO,
Vector3(4.5, 0.0, 0.0),
1,
)
assert(NetworkSession.MOVEMENT_SNAPSHOT_BATCH_SIZE == 8)
var encoded_snapshots: Array = []
for _peer: int in NetworkSession.MOVEMENT_SNAPSHOT_BATCH_SIZE:
encoded_snapshots.append(
NetworkSession._encode_movement_snapshot(moving_snapshot)
)
assert(var_to_bytes(encoded_snapshots).size() < 1200)
assert(
NetworkSession._decode_movement_snapshot(
encoded_snapshots[0]
) == moving_snapshot
)
avatar.push_network_snapshot(moving_snapshot)
for _step: int in 12:
avatar.call("_update_network_interpolation", 1.0 / 30.0)
assert(avatar.global_position.x > 1.5)
avatar.configure_network_remote(false)
avatar.global_position = Vector3(1.35, 0.0, 0.0)
avatar.apply_local_prediction_correction(
moving_snapshot,
10,
1.0 / 30.0,
)
assert(avatar.global_position.x > 1.25)
avatar.queue_free()
await process_frame
func _network_snapshot(
position: Vector3,
velocity: Vector3,
acknowledged_input: int,
) -> Dictionary:
return {
"peer_id": 2,
"acknowledged_input": acknowledged_input,
"position": [position.x, position.y, position.z],
"velocity": [velocity.x, velocity.y, velocity.z],
"visual_yaw": 0.0,
"animation_state": NetworkPlayerAnimationProtocol.make_state(
NetworkPlayerAnimationProtocol.LOCOMOTION_RUNNING,
true,
),
"sitting": false,
"casting": false,
}
func _run_host() -> void:
var main: Node = await _create_initialized_main()
var session := main.get_node("%NetworkSession") as NetworkSession