366 lines
11 KiB
GDScript
366 lines
11 KiB
GDScript
extends SceneTree
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const MainScene: PackedScene = preload("res://main/main.tscn")
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const PlayerScene: PackedScene = preload("res://player/player.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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await _validate_latency_smoothing()
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var arguments: PackedStringArray = OS.get_cmdline_user_args()
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if arguments.has("unit"):
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print("Movement latency smoothing validation: PASS")
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quit()
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return
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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 _validate_latency_smoothing() -> void:
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var avatar := PlayerScene.instantiate() as Player
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root.add_child(avatar)
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await process_frame
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avatar.set_process(false)
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avatar.set_physics_process(false)
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_validate_compact_snapshot_encoding()
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_validate_transit_estimation()
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_validate_remote_snapshot_smoothing(avatar)
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_validate_reliable_jump_intent(avatar)
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_validate_stale_input_expiry(avatar)
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avatar.queue_free()
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await process_frame
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func _validate_compact_snapshot_encoding() -> void:
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var moving_snapshot: Dictionary = _network_snapshot(
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Vector3.ZERO,
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Vector3(4.5, 0.0, 0.0),
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1,
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)
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assert(NetworkSession.MOVEMENT_SNAPSHOT_BATCH_SIZE == 8)
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var encoded_snapshots: Array = []
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for _peer: int in NetworkSession.MOVEMENT_SNAPSHOT_BATCH_SIZE:
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encoded_snapshots.append(
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NetworkSession._encode_movement_snapshot(moving_snapshot)
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)
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assert(var_to_bytes(encoded_snapshots).size() < 1200)
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assert(
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NetworkSession._decode_movement_snapshot(
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encoded_snapshots[0]
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) == moving_snapshot
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)
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func _validate_transit_estimation() -> void:
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assert(is_equal_approx(
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Player.resolve_local_prediction_transit_seconds(
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10,
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16,
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1.0 / 30.0,
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0.075,
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),
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0.075,
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))
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# Six outstanding 30 Hz inputs span about 200 ms round trip. The fallback
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# must use only the approximately 100 ms one-way half of that gap.
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assert(is_equal_approx(
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Player.resolve_local_prediction_transit_seconds(
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10,
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16,
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1.0 / 30.0,
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-1.0,
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),
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0.1,
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))
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assert(is_equal_approx(
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Player.resolve_local_prediction_transit_seconds(
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1,
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100,
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1.0 / 30.0,
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-1.0,
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),
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Player.LOCAL_PREDICTION_EXTRAPOLATION_LIMIT_SECONDS,
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))
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func _validate_remote_snapshot_smoothing(avatar: Player) -> void:
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avatar.configure_network_remote(false)
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var moving_snapshot: Dictionary = _network_snapshot(
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Vector3.ZERO,
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Vector3(4.5, 0.0, 0.0),
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1,
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)
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avatar.push_network_snapshot(moving_snapshot, 0.1)
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assert(is_equal_approx(avatar.global_position.x, 0.45))
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assert(is_equal_approx(
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float(avatar.get("_network_target_position").x),
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0.45,
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))
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avatar.call("_update_network_interpolation", 0.12)
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var before_delayed_snapshot: Vector3 = avatar.global_position
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var delayed_snapshot: Dictionary = _network_snapshot(
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Vector3(0.54, 0.0, 0.0),
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Vector3(4.5, 0.0, 0.0),
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2,
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)
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avatar.push_network_snapshot(delayed_snapshot, 0.1)
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# Snapshot receipt updates the target without teleporting a presented
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# remote avatar, even after a jittered packet interval.
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assert(avatar.global_position == before_delayed_snapshot)
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assert(float(avatar.get("_network_snapshot_jitter")) > 0.0)
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avatar.call("_update_network_interpolation", 1.0 / 60.0)
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assert(
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avatar.global_position.distance_to(before_delayed_snapshot) < 0.12
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)
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# Simulate a burst of dropped snapshots. Extrapolation must stop at the
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# tight limit instead of allowing the remote avatar to run indefinitely.
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for _step: int in 20:
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avatar.call("_update_network_interpolation", 1.0 / 30.0)
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assert(is_equal_approx(
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float(avatar.get("_network_snapshot_age")),
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Player.NETWORK_EXTRAPOLATION_LIMIT_SECONDS,
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))
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var maximum_extrapolated_x: float = (
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0.54
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+ 4.5 * (0.1 + Player.NETWORK_EXTRAPOLATION_LIMIT_SECONDS)
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)
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assert(avatar.global_position.x <= maximum_extrapolated_x + 0.1)
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avatar.set_local_control(true)
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avatar.global_position = Vector3(0.8, 0.0, 0.0)
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avatar.apply_local_prediction_correction(
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moving_snapshot,
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10,
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1.0 / 30.0,
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0.1,
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)
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assert(avatar.global_position.x < 0.8)
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assert(avatar.global_position.x > 0.7)
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func _validate_reliable_jump_intent(avatar: Player) -> void:
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avatar.set_local_control(true)
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avatar.call("_queue_local_network_jump_intent")
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var first: Dictionary = avatar.capture_network_input(20)
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var repeated: Dictionary = avatar.capture_network_input(21)
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assert(bool(first["jump"]))
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assert(bool(repeated["jump"]))
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assert(int(avatar.get("_local_network_jump_intent_sequence")) == 20)
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avatar.apply_local_prediction_correction(
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_network_snapshot(avatar.global_position, Vector3.ZERO, 20),
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21,
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1.0 / 30.0,
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0.0,
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)
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assert(not bool(avatar.capture_network_input(22)["jump"]))
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avatar.configure_network_remote(true)
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var first_host_jump: Dictionary = _movement_input(30, false, false)
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first_host_jump["jump"] = true
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avatar.apply_authoritative_network_input(first_host_jump)
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assert(bool(avatar.get("_network_jump_pending")))
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avatar.set("_network_jump_pending", false)
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var repeated_host_jump: Dictionary = _movement_input(31, false, false)
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repeated_host_jump["jump"] = true
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avatar.apply_authoritative_network_input(repeated_host_jump)
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assert(not bool(avatar.get("_network_jump_pending")))
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avatar.apply_authoritative_network_input(
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_movement_input(32, false, false)
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)
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var next_host_jump: Dictionary = _movement_input(33, false, false)
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next_host_jump["jump"] = true
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avatar.apply_authoritative_network_input(next_host_jump)
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assert(bool(avatar.get("_network_jump_pending")))
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avatar.reset_network_movement_state()
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assert(not bool(avatar.get("_network_jump_pending")))
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assert(not bool(avatar.get("_local_network_jump_intent_pending")))
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assert(int(avatar.get("_last_network_input_sequence")) == 0)
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func _validate_stale_input_expiry(avatar: Player) -> void:
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avatar.configure_network_remote(true)
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avatar.apply_authoritative_network_input(_movement_input(40, true))
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assert((avatar.get("_network_axis") as Vector2).length_squared() > 0.0)
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avatar.call(
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"_update_network_input_freshness",
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Player.NETWORK_INPUT_STALE_TIMEOUT_SECONDS + 0.01,
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)
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assert((avatar.get("_network_axis") as Vector2) == Vector2.ZERO)
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assert(not bool(avatar.get("_network_sprint")))
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assert(bool(avatar.get("_network_input_stale")))
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avatar.apply_authoritative_network_input(_movement_input(41, false))
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assert(not bool(avatar.get("_network_input_stale")))
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assert((avatar.get("_network_axis") as Vector2).length_squared() > 0.0)
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func _network_snapshot(
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position: Vector3,
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velocity: Vector3,
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acknowledged_input: int,
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) -> Dictionary:
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return {
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"peer_id": 2,
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"acknowledged_input": acknowledged_input,
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"position": [position.x, position.y, position.z],
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"velocity": [velocity.x, velocity.y, velocity.z],
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"visual_yaw": 0.0,
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"animation_state": NetworkPlayerAnimationProtocol.make_state(
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NetworkPlayerAnimationProtocol.LOCOMOTION_RUNNING,
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true,
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),
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"sitting": false,
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"casting": false,
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}
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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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