stabilize movement reconciliation states

This commit is contained in:
Alexander Sellite 2026-08-25 00:12:11 -04:00
parent 1ab2a291d2
commit 135fd9110f
2 changed files with 156 additions and 9 deletions

View file

@ -1036,6 +1036,8 @@ func _simulate_movement_physics(delta: float) -> void:
or (_network_authoritative_simulation and _network_jump_pending)
)
)
if jump_requested:
_cancel_sitting_for_jump()
# Sitting deliberately stops movement processing, so never allow a stale
# grounded flag or a reconciled network state to leave an airborne avatar in
# that early-return path. Preserve the intent and sit once landing is real.
@ -1635,6 +1637,7 @@ func _complete_retract_animation() -> void:
func toggle_sitting() -> void:
if _sit_after_landing:
_sit_after_landing = false
_set_sitting(false, local_control_enabled)
return
var should_sit: bool = not _sitting
if should_sit:
@ -1667,12 +1670,12 @@ func _set_sitting(
should_sit: bool,
is_local_intent: bool = false,
) -> void:
if _sitting == should_sit:
return
_sitting = should_sit
if is_local_intent:
_sitting_intent_pending = true
_sitting_intent_sequence = -1
if _sitting == should_sit:
return
_sitting = should_sit
if _sitting:
velocity = Vector3.ZERO
_character_animation_name = &""
@ -1687,11 +1690,23 @@ func _can_begin_sitting() -> bool:
return is_on_floor() and velocity.y <= 0.0
func _cancel_sitting_for_jump() -> void:
if not _sitting and not _sit_after_landing:
return
_sit_after_landing = false
_set_sitting(false, local_control_enabled)
func get_network_sitting_state() -> bool:
return _sitting
func get_network_sitting_intent() -> bool:
# Jumping is an explicit cancellation of both a current sit and a deferred
# sit. Input capture can run before the matching physics frame, so suppress
# the stale seated bit as soon as the reliable jump intent is queued.
if _local_network_jump_intent_pending:
return false
return _sitting or _sit_after_landing
@ -2352,6 +2367,21 @@ func apply_local_prediction_correction(
_local_prediction_hard_corrections += 1
_reset_local_prediction_error()
return
if _should_defer_local_prediction_correction(parsed):
# A host and its client do not reach the apex or landing on the same
# frame. Correcting that expected vertical disagreement while either
# side is airborne can pull the local body off narrow platforms.
_reset_local_prediction_error()
return
# Both simulations agree the player is standing. Let ordinary floor motion
# and gravity resolve the vertical component; a stale height sample must not
# press a locally controlled player down or turn a horizontal correction
# into an early floor collision.
error_offset.y = 0.0
error_distance = error_offset.length()
if error_distance <= LOCAL_PREDICTION_CORRECTION_THRESHOLD:
_reset_local_prediction_error()
return
var error_direction: Vector3 = error_offset.normalized()
if (
not _local_prediction_error_direction.is_zero_approx()
@ -2386,22 +2416,34 @@ func apply_local_prediction_correction(
correction.normalized()
* LOCAL_PREDICTION_MAX_SOFT_CORRECTION_STEP
)
_apply_camera_safe_local_correction(correction)
_local_prediction_soft_corrections += 1
if _apply_camera_safe_local_correction(correction):
_local_prediction_soft_corrections += 1
func _apply_camera_safe_local_correction(correction: Vector3) -> void:
func _should_defer_local_prediction_correction(parsed: Dictionary) -> bool:
if not bool(parsed.get("grounded", true)):
return true
return _local_network_jump_intent_pending or not is_on_floor()
func _apply_camera_safe_local_correction(correction: Vector3) -> bool:
if correction.is_zero_approx():
return
return false
var previous_visual_position: Vector3 = _visuals.global_position
var previous_camera_position: Vector3 = _camera_yaw.global_position
var previous_body_position: Vector3 = global_position
var base_visual_local_position: Vector3 = (
_visuals.position - _local_reconciliation_visual_offset
)
var base_camera_local_position: Vector3 = (
_camera_yaw.position - _local_reconciliation_camera_offset
)
global_position += correction
# Reconciliation is still physical movement. Going through the physics
# server prevents a delayed host audit from placing the capsule through a
# tree, cliff, or stepping stone on the way to the authoritative position.
move_and_collide(correction)
if global_position.is_equal_approx(previous_body_position):
return false
_visuals.global_position = previous_visual_position
_camera_yaw.global_position = previous_camera_position
_local_reconciliation_visual_offset = (
@ -2410,6 +2452,7 @@ func _apply_camera_safe_local_correction(correction: Vector3) -> void:
_local_reconciliation_camera_offset = (
_camera_yaw.position - base_camera_local_position
)
return true
func _reset_local_prediction_error() -> void:
@ -2625,6 +2668,9 @@ func _parse_network_snapshot(snapshot: Dictionary) -> Dictionary:
if snapshot.has("casting") and typeof(snapshot.get("casting")) != TYPE_BOOL:
return {}
var casting: bool = bool(snapshot.get("casting", false))
if snapshot.has("grounded") and typeof(snapshot.get("grounded")) != TYPE_BOOL:
return {}
var grounded: bool = bool(snapshot.get("grounded", true))
if (
not parsed_position.is_finite()
or not parsed_velocity.is_finite()
@ -2636,6 +2682,7 @@ func _parse_network_snapshot(snapshot: Dictionary) -> Dictionary:
"velocity": parsed_velocity,
"visual_yaw": visual_yaw,
"animation_state": animation_state,
"grounded": grounded,
"acknowledged_input": acknowledged_input,
"sitting": sitting,
"casting": casting,

View file

@ -37,7 +37,7 @@ func _validate_latency_smoothing() -> void:
_validate_compact_animation_encoding()
_validate_animation_action_ordering(avatar)
_validate_transit_estimation()
_validate_remote_snapshot_smoothing(avatar)
await _validate_remote_snapshot_smoothing(avatar)
_validate_remote_locomotion_playback_recovery(avatar)
_validate_reliable_jump_intent(avatar)
_validate_airborne_sitting(avatar)
@ -145,11 +145,20 @@ func _validate_compact_animation_encoding() -> void:
func _validate_airborne_sitting(avatar: Player) -> void:
avatar.reset_network_movement_state()
avatar.set_local_control(true)
avatar.set("_sit_after_landing", true)
assert(avatar.get_network_sitting_intent())
assert(not avatar.get_network_sitting_state())
assert(not bool(avatar.make_network_snapshot(2)["sitting"]))
assert(bool(avatar.capture_network_input(1)["sitting"]))
avatar.call("_queue_local_network_jump_intent")
var jumping_input: Dictionary = avatar.capture_network_input(2)
assert(bool(jumping_input["jump"]))
assert(not bool(jumping_input["sitting"]))
avatar.call("_cancel_sitting_for_jump")
assert(not bool(avatar.get("_sit_after_landing")))
assert(bool(avatar.get("_sitting_intent_pending")))
avatar.reset_network_movement_state()
# Even a malformed or stale reconciliation that marks an airborne avatar as
# seated must not bypass gravity and freeze it in place.
@ -304,8 +313,24 @@ func _validate_remote_snapshot_smoothing(avatar: Player) -> void:
)
assert(avatar.global_position.x <= maximum_extrapolated_x + 0.1)
# Reconciliation only applies after both simulations report a grounded body.
# Give the unit avatar a real floor so this exercises the production path.
var floor := StaticBody3D.new()
floor.collision_layer = 1
floor.collision_mask = 0
floor.position = Vector3(0.0, -0.1, 0.0)
var floor_shape := CollisionShape3D.new()
var floor_box := BoxShape3D.new()
floor_box.size = Vector3(100.0, 0.2, 100.0)
floor_shape.shape = floor_box
floor.add_child(floor_shape)
root.add_child(floor)
await physics_frame
avatar.set_local_control(true)
avatar.global_position = Vector3(0.8, 0.0, 0.0)
avatar.velocity = Vector3.DOWN
avatar.move_and_slide()
assert(avatar.is_on_floor())
avatar.apply_local_prediction_correction(
moving_snapshot,
2,
@ -358,6 +383,42 @@ func _validate_remote_snapshot_smoothing(avatar: Player) -> void:
int(avatar.get("_local_prediction_soft_corrections")) == 1
)
# Host and client jump timing naturally differs. An airborne authoritative
# snapshot must not drag the local capsule sideways or down before landing.
avatar.global_position = Vector3(3.0, 0.0, 0.0)
avatar.velocity = Vector3(0.0, 1.0, 0.0)
var airborne_snapshot: Dictionary = drift_snapshot.duplicate(true)
airborne_snapshot["grounded"] = false
for _audit: int in 6:
avatar.apply_local_prediction_correction(
airborne_snapshot,
20,
1.0 / 30.0,
0.0,
0.1,
)
assert(avatar.global_position.is_equal_approx(Vector3(3.0, 0.0, 0.0)))
assert(int(avatar.get("_local_prediction_soft_corrections")) == 1)
avatar.velocity = Vector3.ZERO
# The local body may reach its apex after the host has already landed. The
# local airborne state still owns presentation and must not be pulled toward
# the host until it has landed too.
avatar.global_position = Vector3(3.0, 2.0, 0.0)
avatar.velocity = Vector3.ZERO
avatar.move_and_slide()
assert(not avatar.is_on_floor())
for _audit: int in 6:
avatar.apply_local_prediction_correction(
drift_snapshot,
20,
1.0 / 30.0,
0.0,
0.1,
)
assert(avatar.global_position.is_equal_approx(Vector3(3.0, 2.0, 0.0)))
assert(int(avatar.get("_local_prediction_soft_corrections")) == 1)
# Genuine divergence still recovers immediately, as do the separate reliable
# teleport and water-recovery paths used by gameplay transitions.
avatar.global_position = Vector3(10.0, 0.0, 0.0)
@ -373,6 +434,45 @@ func _validate_remote_snapshot_smoothing(avatar: Player) -> void:
int(avatar.get("_local_prediction_hard_corrections")) == 1
)
# Soft reconciliation must respect the same terrain collision as ordinary
# player movement instead of phasing the capsule through a solid obstacle.
var blocker := StaticBody3D.new()
blocker.collision_layer = 1
blocker.collision_mask = 0
blocker.position = Vector3(1.0, 1.0, 0.0)
var blocker_shape := CollisionShape3D.new()
var blocker_box := BoxShape3D.new()
blocker_box.size = Vector3(0.2, 4.0, 4.0)
blocker_shape.shape = blocker_box
blocker.add_child(blocker_shape)
root.add_child(blocker)
await physics_frame
avatar.global_position = Vector3.ZERO
avatar.velocity = Vector3.ZERO
avatar.call("_clear_local_reconciliation_offsets")
var blocked_visual_position: Vector3 = (
avatar.get_node("Visuals") as Node3D
).global_position
var blocked_camera_position: Vector3 = (
avatar.get_node("CameraYaw") as Node3D
).global_position
assert(bool(avatar.call(
"_apply_camera_safe_local_correction",
Vector3(2.0, 0.0, 0.0),
)))
assert(avatar.global_position.x > 0.0 and avatar.global_position.x < 0.6)
assert(
(avatar.get_node("Visuals") as Node3D).global_position
== blocked_visual_position
)
assert(
(avatar.get_node("CameraYaw") as Node3D).global_position
== blocked_camera_position
)
blocker.queue_free()
floor.queue_free()
await physics_frame
func _validate_remote_locomotion_playback_recovery(avatar: Player) -> void:
avatar.configure_network_remote(false)