M2.2: player bodies, name tags, shared island and checked movement
- Joining loads the server's island (seed, spawn, clock); the server generates the same terrain from its seed and keeps a world clock that pauses when empty - Other players are procedural low-poly characters in their chosen colours with name tags (hidden by walls, fading with distance), walk/run/swim animation and held items - Movement: local and instant, sent at 20 Hz stamped with the sender's clock; the server refuses impossible moves (speed, rising, leaving the island, underground) and sends the player back; flagged respawns allowed - Avatars drawn 100 ms behind and interpolated, with brief extrapolation - Online: no pausing, player list in the Esc menu, Disconnect back to the title (with the reason); animals off and world changes local-only until M2.3-M2.5, shown on the HUD - test_net_world: real server + walking and cheating bots at 100 ms +/- 30 ms simulated latency (27 checks)
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@@ -22,14 +22,28 @@ signal joined ## the server welcomed us
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signal join_failed(reason: String)
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signal left(reason: String) ## disconnected after joining
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signal players_changed
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signal player_joined(name: String) ## someone else came in (clients)
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signal player_left(name: String)
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## Everyone's positions at server time `t`: [[peer, pos, yaw, pitch, anim, held], ...].
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signal snapshot(t: float, states: Array)
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signal corrected(pos: Vector3) ## the server refused a move: go back here
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signal clock(day: int, time: float) ## the server's time of day
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const Identity = preload("res://scripts/net/identity.gd")
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const ServerConfig = preload("res://scripts/net/server_config.gd")
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const PROTOCOL := 1
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const PROTOCOL := 2
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const DEFAULT_PORT := 24242
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const HANDSHAKE_TIMEOUT := 10.0
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const JOIN_TIMEOUT := 12.0
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const JOIN_TIMEOUT := 20.0 ## includes the server building its terrain on first join
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const SEND_INTERVAL := 0.05 ## position updates, both ways (20 Hz)
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const CLOCK_INTERVAL := 10.0
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## Movement checks: sprinting is 8 m/s, so 9.5 plus a little slack for
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## packets that arrive bunched together.
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const MAX_SPEED := 9.5
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const MAX_RISE := 9.0
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const MOVE_SLACK := 1.0
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const SPAWN_TELEPORT_RADIUS := 25.0 ## a flagged teleport (respawning) must land near the spawn
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var state := "offline"
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var dedicated := false ## started with --server
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@@ -39,6 +53,26 @@ var server_info: Dictionary = {} ## the server's public settings (clients)
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## Everyone on the server: peer id -> {"id", "name", "appearance", "admin"}.
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var players: Dictionary = {}
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var local_peer := 0
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## What the server told us about its world: seed, worldlet, spawn, clock.
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var world_info: Dictionary = {}
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var last_reason := "" ## why the last join failed or ended (the title shows it)
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## Test hooks: simulated network delay on this client, both directions.
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var debug_latency_ms := 0.0
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var debug_jitter_ms := 0.0
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# Server state.
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var _terrain: Node3D ## the island, regenerated from the seed, for movement checks
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var _spawn := Vector3.ZERO
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var _states: Dictionary = {} ## peer -> {"pos", "yaw", "pitch", "anim", "held", "t", "corr_t"}
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var server_time := 0.0 ## seconds since the server started
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var _clock_day := 1
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var _clock_time := 8.0 / 24.0
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var _send_left := 0.0
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var _clock_left := 0.0
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# Client delay queues (debug latency): [release_ms, callable].
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var _out_q: Array = []
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var _in_q: Array = []
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## Test hooks (tests/net_bot.gd): sign with the wrong key, or claim another
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## protocol version.
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@@ -122,11 +156,20 @@ func start_server(config_path: String, overrides: Dictionary = {}) -> String:
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return "Already %s" % state
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config = ServerConfig.open(config_path)
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var map := {"port": "port", "server-name": "server_name", "max-players": "max_players",
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"password": "password", "world": "world"}
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"password": "password", "world": "world", "seed": "seed"}
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for flag in map:
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if overrides.has(flag):
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var v: Variant = overrides[flag]
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config.overrides[map[flag]] = int(v) if map[flag] in ["port", "max_players"] else String(v)
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config.overrides[map[flag]] = int(v) if map[flag] in ["port", "max_players", "seed"] else String(v)
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# The island, from the seed: the same terrain every client generates.
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_terrain = load("res://scripts/world/terrain.gd").new()
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_terrain.name = "ServerTerrain"
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_terrain.noise_seed = int(config.v("seed"))
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add_child(_terrain)
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_spawn = _terrain.find_spawn(Vector2.ZERO)
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server_time = 0.0
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_clock_day = 1
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_clock_time = 8.0 / 24.0
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_peer = ENetMultiplayerPeer.new()
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var port := int(config.v("port"))
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# A few spare slots so a full server can still say "server is full".
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@@ -150,8 +193,15 @@ func stop() -> void:
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multiplayer.multiplayer_peer = null
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players.clear()
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_pending.clear()
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_states.clear()
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server_info.clear()
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world_info.clear()
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_out_q.clear()
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_in_q.clear()
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local_peer = 0
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if _terrain != null:
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_terrain.queue_free()
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_terrain = null
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if state != "offline":
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_set_state("offline")
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@@ -163,6 +213,7 @@ func _on_peer_disconnected(id: int) -> void:
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if not is_server():
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return
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_pending.erase(id)
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_states.erase(id)
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if players.has(id):
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var p: Dictionary = players[id]
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players.erase(id)
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@@ -176,10 +227,104 @@ func _process(delta: float) -> void:
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_pending[id].t += delta
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if _pending[id].t > HANDSHAKE_TIMEOUT:
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_reject(id, "Took too long to say hello")
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elif state == "connecting":
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server_time += delta
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_tick_clock(delta)
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_send_left -= delta
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if _send_left <= 0.0:
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_send_left = SEND_INTERVAL
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_broadcast_snapshot()
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return
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if state == "connecting":
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_join_left -= delta
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if _join_left <= 0.0:
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_fail("No answer from the server")
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_run_queue(_out_q)
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_run_queue(_in_q)
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## The world clock runs while anyone's on (or always, if the server's set
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## not to pause when empty).
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func _tick_clock(delta: float) -> void:
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if players.is_empty() and bool(config.v("pause_when_empty")):
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return
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_clock_time += delta / (float(config.v("day_length_minutes")) * 60.0)
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while _clock_time >= 1.0:
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_clock_time -= 1.0
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_clock_day += 1
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_clock_left -= delta
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if _clock_left <= 0.0:
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_clock_left = CLOCK_INTERVAL
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for peer in players:
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_s2c_clock.rpc_id(peer, _clock_day, _clock_time)
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func _broadcast_snapshot() -> void:
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if _states.is_empty():
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return
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var arr: Array = []
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for peer in _states:
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var s: Dictionary = _states[peer]
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arr.append([peer, s.pos, s.yaw, s.pitch, s.anim, s.held, s.stamp])
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for peer in players:
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_s2c_snapshot.rpc_id(peer, server_time, arr)
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## Where player number `i` starts: around the island's spawn point.
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func _spawn_for(i: int) -> Vector3:
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if i == 0:
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return _spawn
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var a := i * 2.4
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return _terrain.find_spawn(Vector2(_spawn.x + cos(a) * 3.0, _spawn.z + sin(a) * 3.0))
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## A position update from a player. Accepted if it's possible from their last
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## accepted one; otherwise they're sent back there.
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@rpc("any_peer", "call_remote", "unreliable_ordered")
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func _c2s_state(pos: Vector3, yaw: float, pitch: float, anim: int, held: String, teleported: bool, client_t: float) -> void:
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var peer := multiplayer.get_remote_sender_id()
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if not is_server() or not _states.has(peer):
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return
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var s: Dictionary = _states[peer]
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# When the move happened, in server time: the client's own clock plus a
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# smoothed offset. Stamping with arrival time instead would bunch moves
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# into some snapshots and leave others empty, and avatars would surge.
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var off := server_time - client_t
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if s.off == INF or absf(off - s.off) > 1.0:
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s.off = off
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else:
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s.off = lerpf(s.off, off, 0.05)
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var stamp: float = client_t + s.off
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if stamp <= s.stamp:
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return # older than what we have
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var why := move_problem(s.pos, pos, server_time - s.t, teleported)
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if not why.is_empty():
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if server_time - s.corr_t > 0.5:
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s.corr_t = server_time
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print("[server] moved %s back (%s)" % [players[peer].name, why])
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_s2c_correct.rpc_id(peer, s.pos)
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return
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s.pos = pos
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s.yaw = wrapf(yaw, -PI, PI)
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s.pitch = clampf(pitch, -1.5, 1.5)
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s.anim = clampi(anim, 0, 4)
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s.held = held if held.length() < 40 and (held.is_empty() or not ItemDB.get_item(held).is_empty()) else ""
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s.t = server_time
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s.stamp = stamp
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## Why a move from `from` to `to` over `dt` seconds isn't allowed ("" = fine).
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func move_problem(from: Vector3, to: Vector3, dt: float, teleported: bool) -> String:
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if not to.is_finite():
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return "bad position"
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dt = clampf(dt, SEND_INTERVAL, 1.0)
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var flat := Vector2(to.x - from.x, to.z - from.z).length()
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if teleported:
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if Vector2(to.x - _spawn.x, to.z - _spawn.z).length() > SPAWN_TELEPORT_RADIUS:
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return "teleport away from the spawn"
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elif flat > MAX_SPEED * dt + MOVE_SLACK:
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return "too fast (%.0f m in %.2f s)" % [flat, dt]
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elif to.y - from.y > MAX_RISE * dt + MOVE_SLACK:
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return "rising too fast"
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if not _terrain.inside_boundary(to.x, to.z, -3.0):
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return "outside the island"
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if to.y < _terrain.sample_height(to.x, to.z) - 1.5:
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return "underground"
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return ""
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func _reject(peer: int, reason: String) -> void:
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_pending.erase(peer)
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@@ -230,10 +375,15 @@ func _c2s_proof(sig: PackedByteArray) -> void:
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print("[server] %s is the first player, so they're now an admin" % name)
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var p := {"id": id, "name": name, "appearance": Identity.sanitize_appearance(hello.get("appearance", {})),
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"admin": config.is_admin(id)}
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var start := _spawn_for(players.size())
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players[peer] = p
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_states[peer] = {"pos": start, "yaw": 0.0, "pitch": 0.0, "anim": 0, "held": "", "t": server_time, "corr_t": -10.0,
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"stamp": server_time, "off": INF}
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print("[server] %s joined (id %s%s, %d/%d online)" % [name, id, ", admin" if p.admin else "",
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players.size(), int(config.v("max_players"))])
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_s2c_welcome.rpc_id(peer, {"you": peer, "server": config.public_info(), "players": players})
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var world := {"seed": int(config.v("seed")), "worldlet": String(config.v("worldlet")), "spawn": start,
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"island_spawn": _spawn, "day": _clock_day, "time": _clock_time, "server_time": server_time}
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_s2c_welcome.rpc_id(peer, {"you": peer, "server": config.public_info(), "players": players, "world": world})
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for other in players:
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if other != peer:
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_s2c_player_joined.rpc_id(other, peer, p)
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@@ -306,7 +456,8 @@ func leave() -> void:
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var was := state
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stop()
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if was == "connected":
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left.emit("You left the server")
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last_reason = "You left the server"
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left.emit(last_reason)
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func _on_connected() -> void:
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var me := get_identity()
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@@ -326,9 +477,11 @@ func _s2c_challenge(nonce: PackedByteArray) -> void:
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func _s2c_welcome(d: Dictionary) -> void:
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local_peer = int(d.you)
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server_info = d.server
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world_info = d.get("world", {})
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players.clear()
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for k in d.players:
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players[int(k)] = d.players[k]
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last_reason = ""
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_set_state("connected")
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joined.emit()
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players_changed.emit()
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@@ -341,14 +494,61 @@ func _s2c_rejected(reason: String) -> void:
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func _s2c_player_joined(peer: int, p: Dictionary) -> void:
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players[peer] = p
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players_changed.emit()
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player_joined.emit(String(p.get("name", "?")))
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@rpc("authority", "call_remote", "reliable")
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func _s2c_player_left(peer: int) -> void:
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if not players.has(peer):
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return
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var n := String(players[peer].get("name", "?"))
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players.erase(peer)
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players_changed.emit()
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player_left.emit(n)
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@rpc("authority", "call_remote", "unreliable_ordered")
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func _s2c_snapshot(t: float, states: Array) -> void:
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_delayed(_in_q, func(): snapshot.emit(t, states))
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@rpc("authority", "call_remote", "reliable")
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func _s2c_correct(pos: Vector3) -> void:
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_delayed(_in_q, func(): corrected.emit(pos))
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@rpc("authority", "call_remote", "reliable")
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func _s2c_clock(day: int, time: float) -> void:
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world_info.day = day
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world_info.time = time
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clock.emit(day, time)
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## Sends our position to the server (net_sync.gd calls this ~20 times a second).
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func send_state(pos: Vector3, yaw: float, pitch: float, anim: int, held: String, teleported: bool = false) -> void:
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if state != "connected":
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return
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var at := Time.get_ticks_usec() / 1000000.0 # when this happened, by our clock
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_delayed(_out_q, func():
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if state == "connected":
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_c2s_state.rpc_id(1, pos, yaw, pitch, anim, held, teleported, at))
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## Runs `f` now, or after the simulated delay when testing with latency.
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func _delayed(q: Array, f: Callable) -> void:
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if debug_latency_ms <= 0.0:
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f.call()
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return
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var half := debug_latency_ms * 0.5 + randf_range(-debug_jitter_ms, debug_jitter_ms) * 0.5
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var at := Time.get_ticks_msec() + maxf(half, 0.0)
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# Keep the queue in send order (networks rarely reorder within a stream).
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if not q.is_empty() and at < q[-1][0]:
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at = q[-1][0]
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q.append([at, f])
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func _run_queue(q: Array) -> void:
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var now := Time.get_ticks_msec()
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while not q.is_empty() and q[0][0] <= now:
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var f: Callable = q.pop_front()[1]
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f.call()
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func _fail(reason: String) -> void:
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stop()
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last_reason = reason
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join_failed.emit(reason)
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func _on_connection_failed() -> void:
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@@ -359,9 +559,11 @@ func _on_server_disconnected() -> void:
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var reason := _reject_reason
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stop()
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if was == "connecting":
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join_failed.emit(reason if not reason.is_empty() else "The server hung up")
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last_reason = reason if not reason.is_empty() else "The server hung up"
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join_failed.emit(last_reason)
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else:
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left.emit(reason if not reason.is_empty() else "The server closed the connection")
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last_reason = reason if not reason.is_empty() else "The server closed the connection"
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left.emit(last_reason)
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func _notification(what: int) -> void:
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if what == NOTIFICATION_WM_CLOSE_REQUEST or what == NOTIFICATION_PREDELETE:
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Reference in New Issue
Block a user