Add named save slots, progression import/export, and a unified play flow. Add live friend requests, presence, invitations, and relationship controls without durable discovery-server social storage. Advance the network protocol with isolated channels, movement reconciliation, late-join recovery, fishing replication, and animation synchronization. Preserve per-species catch totals, refine generated-world startup and water recovery, and complete the related input and interface improvements.
608 lines
19 KiB
GDScript
608 lines
19 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 = 18171
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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_input_encoding()
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_validate_compact_snapshot_encoding()
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_validate_compact_animation_encoding()
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_validate_animation_action_ordering(avatar)
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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_input_encoding() -> void:
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var input: Dictionary = _movement_input(
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12,
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true,
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true,
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true,
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&"strike",
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4,
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true,
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)
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var encoded: Array = NetworkSession._encode_movement_input(input)
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assert(encoded.size() == NetworkSession.MOVEMENT_INPUT_FIELD_COUNT)
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assert(var_to_bytes(encoded).size() < var_to_bytes(input).size())
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assert(NetworkSession._decode_movement_input(encoded) == input)
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assert(NetworkSession._decode_movement_input(encoded.slice(0, 3)).is_empty())
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var unknown_flags: Array = encoded.duplicate()
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unknown_flags[3] = 1 << 12
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assert(NetworkSession._decode_movement_input(unknown_flags).is_empty())
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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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var expected_snapshot: Dictionary = moving_snapshot.duplicate(true)
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expected_snapshot.erase("animation_state")
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assert(
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NetworkSession._decode_movement_snapshot(encoded_snapshots[0])
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== expected_snapshot
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)
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assert(
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NetworkSession._decode_movement_snapshot(
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encoded_snapshots[0].slice(0, 4)
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).is_empty()
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)
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var invalid_snapshot_flags: Array = encoded_snapshots[0].duplicate()
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invalid_snapshot_flags[5] = 1 << 12
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assert(
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NetworkSession._decode_movement_snapshot(
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invalid_snapshot_flags
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).is_empty()
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)
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func _validate_compact_animation_encoding() -> void:
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var paused_state := NetworkPlayerAnimationProtocol.make_state(
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NetworkPlayerAnimationProtocol.LOCOMOTION_IDLE,
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true,
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&"strike",
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7,
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0.5,
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true,
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)
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var encoded: Array = NetworkSession._encode_movement_animation(
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2,
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paused_state,
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)
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assert(encoded.size() == NetworkSession.MOVEMENT_ANIMATION_FIELD_COUNT)
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var decoded: Dictionary = NetworkSession._decode_movement_animation(encoded)
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assert(int(decoded.get("peer_id", 0)) == 2)
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assert(Dictionary(decoded.get("state", {})) == paused_state)
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var advanced_state: Dictionary = paused_state.duplicate(true)
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advanced_state["action"]["elapsed"] = 0.75
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assert(
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NetworkSession._movement_animation_signature(advanced_state)
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== NetworkSession._movement_animation_signature(paused_state)
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)
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var action: Dictionary = paused_state["action"]
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var encoded_action: Array = (
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NetworkSession._encode_movement_animation_action(action, true)
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)
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assert(
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encoded_action.size()
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== NetworkSession.MOVEMENT_ANIMATION_ACTION_FIELD_COUNT
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)
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var decoded_action: Dictionary = (
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NetworkSession._decode_movement_animation_action(encoded_action)
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)
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assert(Dictionary(decoded_action.get("action", {})) == action)
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assert(bool(decoded_action.get("sitting", false)))
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assert(
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NetworkSession._decode_movement_animation_action(
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encoded_action.slice(0, 2)
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).is_empty()
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)
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func _validate_animation_action_ordering(avatar: Player) -> void:
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var draw := NetworkPlayerAnimationProtocol.make_action_state(
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&"draw", 5, 0.2
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)
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avatar.apply_authoritative_network_animation_action(draw)
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assert(StringName(str(avatar.get("_animation_action_id"))) == &"draw")
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var cleared := NetworkPlayerAnimationProtocol.make_action_state(
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&"", 6, 0.0
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)
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avatar.apply_authoritative_network_animation_action(cleared)
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assert(StringName(str(avatar.get("_animation_action_id"))).is_empty())
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avatar.apply_authoritative_network_animation_action(draw)
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assert(StringName(str(avatar.get("_animation_action_id"))).is_empty())
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avatar.apply_authoritative_network_animation_action(
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NetworkPlayerAnimationProtocol.make_action_state(&"strike", 6, 0.0)
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)
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assert(StringName(str(avatar.get("_animation_action_id"))).is_empty())
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var strike := NetworkPlayerAnimationProtocol.make_action_state(
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&"strike", 7, 0.2
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)
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avatar.apply_authoritative_network_animation_action(strike)
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avatar.apply_authoritative_network_animation_action(
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NetworkPlayerAnimationProtocol.make_action_state(
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&"strike", 8, 0.4, true
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)
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)
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avatar.apply_authoritative_network_animation_action(strike)
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assert(bool(avatar.get("_animation_action_paused")))
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avatar.apply_authoritative_network_animation_action(
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NetworkPlayerAnimationProtocol.make_action_state(&"", 9, 0.0)
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)
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avatar.configure_network_remote(false)
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avatar.apply_network_animation_state(
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NetworkPlayerAnimationProtocol.make_state(
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NetworkPlayerAnimationProtocol.LOCOMOTION_IDLE,
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true,
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&"strike",
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9,
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0.4,
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true,
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)
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)
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avatar.apply_network_animation_state(
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NetworkPlayerAnimationProtocol.make_state(
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NetworkPlayerAnimationProtocol.LOCOMOTION_WALKING,
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true,
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&"draw",
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8,
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0.1,
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)
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)
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assert(
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StringName(str(avatar.get("_network_target_animation_action_id")))
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== &"strike"
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)
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avatar.apply_network_animation_state(
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NetworkPlayerAnimationProtocol.make_state(
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NetworkPlayerAnimationProtocol.LOCOMOTION_IDLE,
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true,
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&"",
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10,
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)
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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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var replay_input: Dictionary = _movement_input(2, false)
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replay_input["axis"] = [1.0, 0.0]
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var pending_inputs: Array[Dictionary] = [replay_input]
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avatar.apply_local_prediction_correction(
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moving_snapshot,
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pending_inputs,
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1.0 / 30.0,
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)
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assert(avatar.global_position.x < 0.8)
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assert(avatar.global_position.x > 0.0)
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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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[],
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1.0 / 30.0,
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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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var high_latency_timeout := (
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Player.resolve_network_input_stale_timeout_seconds(400)
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)
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assert(high_latency_timeout > Player.NETWORK_INPUT_STALE_TIMEOUT_SECONDS)
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avatar.apply_authoritative_network_input(
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_movement_input(40, true),
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high_latency_timeout,
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)
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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(not bool(avatar.get("_network_input_stale")))
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avatar.call(
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"_update_network_input_freshness",
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high_latency_timeout,
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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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"grounded": true,
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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.set_host_world(
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WorldLayout.STARTER_ISLAND,
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NetworkProtocol.DEFAULT_WORLD_SEED,
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))
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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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NetworkProtocol.DEFAULT_WORLD_SEED,
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WorldLayout.STARTER_ISLAND,
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))
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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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# Authentication completes before the client has necessarily created and
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# begun observing the host avatar. Give its gameplay scene a bounded moment
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# to settle before emitting the one-shot locomotion/action sequence.
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await create_timer(3.0).timeout
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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(
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_movement_input(3, false, true, true)
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)
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await create_timer(2.0).timeout
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player.apply_authoritative_network_input(
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_movement_input(4, false, false, true)
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)
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await create_timer(2.0).timeout
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player.apply_authoritative_network_input(
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_movement_input(5, false, false, true, &"draw", 1)
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)
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await create_timer(1.0).timeout
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player.apply_authoritative_network_input(
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_movement_input(6, false, false, true, &"strike", 2, true)
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)
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await create_timer(2.0).timeout
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player.apply_authoritative_network_input(
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_movement_input(7, false, false, false, &"", 3)
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)
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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())
|
|
var spawn_service := main.get_node(
|
|
"%PlayerSpawnService"
|
|
) as PlayerSpawnService
|
|
var host_avatar: Player = await _wait_for_avatar(spawn_service, 1)
|
|
assert(host_avatar != null)
|
|
var animation_player := host_avatar.get_node(
|
|
"Visuals/CharacterRig/AnimationPlayer"
|
|
) as AnimationPlayer
|
|
var sprint_dust := host_avatar.get_node("%SprintDust") as SprintDustTrail
|
|
var saw_running: bool = false
|
|
var saw_walking: bool = false
|
|
var saw_sneaking: bool = false
|
|
var saw_idle_sneak: bool = false
|
|
var saw_net_draw: bool = false
|
|
var saw_net_strike: bool = false
|
|
var saw_net_strike_paused: bool = false
|
|
var saw_animation_advance: bool = false
|
|
var saw_dust: bool = false
|
|
var previous_animation: StringName = &""
|
|
var previous_animation_position: float = -1.0
|
|
var observation_deadline: int = Time.get_ticks_msec() + 18000
|
|
while Time.get_ticks_msec() < observation_deadline:
|
|
await process_frame
|
|
var current_animation: StringName = animation_player.current_animation
|
|
saw_running = saw_running or current_animation.begins_with("running")
|
|
saw_walking = saw_walking or current_animation.begins_with("walking")
|
|
saw_sneaking = saw_sneaking or current_animation == &"sneaking"
|
|
saw_idle_sneak = saw_idle_sneak or current_animation == &"idle_sneak"
|
|
saw_net_draw = saw_net_draw or current_animation == &"draw"
|
|
saw_net_strike = (
|
|
saw_net_strike
|
|
or current_animation == &"strike"
|
|
or animation_player.assigned_animation == &"strike"
|
|
)
|
|
saw_net_strike_paused = (
|
|
saw_net_strike_paused
|
|
or bool(host_avatar.get(
|
|
"_network_target_animation_action_paused"
|
|
))
|
|
)
|
|
var current_position: float = (
|
|
animation_player.current_animation_position
|
|
)
|
|
if (
|
|
current_animation == previous_animation
|
|
and previous_animation_position >= 0.0
|
|
and absf(current_position - previous_animation_position) > 0.001
|
|
):
|
|
saw_animation_advance = true
|
|
previous_animation = current_animation
|
|
previous_animation_position = current_position
|
|
saw_dust = saw_dust or sprint_dust.get_active_puff_count() > 0
|
|
if (
|
|
saw_running
|
|
and saw_walking
|
|
and saw_sneaking
|
|
and saw_idle_sneak
|
|
and saw_net_draw
|
|
and saw_net_strike
|
|
and saw_net_strike_paused
|
|
and saw_animation_advance
|
|
and saw_dust
|
|
):
|
|
break
|
|
assert(saw_running)
|
|
assert(saw_walking)
|
|
assert(saw_sneaking)
|
|
assert(saw_idle_sneak)
|
|
assert(saw_net_draw)
|
|
assert(saw_net_strike)
|
|
assert(saw_net_strike_paused)
|
|
assert(saw_animation_advance)
|
|
assert(saw_dust)
|
|
print("Movement multiplayer client validation: PASS")
|
|
session.disconnect_session("")
|
|
main.queue_free()
|
|
for _frame: int in 4:
|
|
await process_frame
|
|
await create_timer(0.1).timeout
|
|
quit()
|
|
|
|
|
|
func _movement_input(
|
|
sequence: int,
|
|
sprinting: bool,
|
|
moving: bool = true,
|
|
sneaking: bool = false,
|
|
action_id: StringName = &"",
|
|
action_sequence: int = 0,
|
|
action_paused: bool = false,
|
|
) -> Dictionary:
|
|
return {
|
|
"sequence": sequence,
|
|
"axis": [0.0, -1.0] if moving else [0.0, 0.0],
|
|
"camera_yaw": 0.0,
|
|
"jump": false,
|
|
"sprint": sprinting,
|
|
"sneak": sneaking,
|
|
"slow_walk": false,
|
|
"sitting": false,
|
|
"casting": false,
|
|
"animation_action": NetworkPlayerAnimationProtocol.make_action_state(
|
|
action_id,
|
|
action_sequence,
|
|
0.0,
|
|
action_paused,
|
|
),
|
|
}
|
|
|
|
|
|
func _create_initialized_main() -> Node:
|
|
root.size = Vector2i(1280, 720)
|
|
var main: Node = MainScene.instantiate()
|
|
root.add_child(main)
|
|
for _frame: int in 4:
|
|
await process_frame
|
|
if not bool(main.get("_application_initialized")):
|
|
main.call("_activate_selected_data_path", "", true)
|
|
for _frame: int in 8:
|
|
await process_frame
|
|
assert(bool(main.get("_application_initialized")))
|
|
return main
|
|
|
|
|
|
func _wait_for_remote_peer(session: NetworkSession) -> int:
|
|
var deadline: int = Time.get_ticks_msec() + 20000
|
|
while Time.get_ticks_msec() < deadline:
|
|
await process_frame
|
|
for peer_id: int in session.get_authenticated_peer_ids():
|
|
if peer_id != session.get_local_peer_id():
|
|
return peer_id
|
|
return 0
|
|
|
|
|
|
func _wait_for_avatar(
|
|
spawn_service: PlayerSpawnService,
|
|
peer_id: int,
|
|
) -> Player:
|
|
var deadline: int = Time.get_ticks_msec() + 8000
|
|
while Time.get_ticks_msec() < deadline:
|
|
await process_frame
|
|
var avatar := spawn_service.get_avatar(peer_id) as Player
|
|
if avatar != null:
|
|
return avatar
|
|
return null
|