Improved network interpolation
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@ -84,7 +84,6 @@ packet_type = 11
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[node name="PlayerMove" type="Node" parent="Client"]
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script = ExtResource("8_ke1yy")
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delay = 100
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packet_type = 12
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[node name="PlayerJump" type="Node" parent="Client"]
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@ -9,11 +9,12 @@ func handle_packet(data: PackedByteArray):
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var buffer := StreamPeerBuffer.new()
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buffer.data_array = data
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var player_id_length := buffer.get_size() - 8
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var player_id_length := buffer.get_size() - 4 - 4 - 4 - 4
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var player_id := buffer.get_string(player_id_length)
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var x := buffer.get_float()
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# var y := buffer.get_float()
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var z := buffer.get_float()
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var direction_x := buffer.get_float()
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var direction_z := buffer.get_float()
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var player := Global.players.get_player(player_id)
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@ -24,9 +25,10 @@ func handle_packet(data: PackedByteArray):
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if !controller:
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return
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controller.server_position.x = x
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controller.server_position.z = z
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controller.direction_changed.emit(Vector3(direction_x, 0, direction_z))
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func _physics_process(_delta):
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if Global.player == null:
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@ -46,6 +48,7 @@ func send_position():
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var buffer := StreamPeerBuffer.new()
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buffer.put_8(PacketHandler.Packet.PLAYER_MOVE)
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buffer.put_float(Global.player.position.x)
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# buffer.put_float(Global.player.position.y)
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buffer.put_float(Global.player.position.z)
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buffer.put_float(Global.player.movement.direction.x)
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buffer.put_float(Global.player.movement.direction.z)
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%Client.send(buffer.data_array)
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@ -4,6 +4,10 @@ extends Character
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signal name_changed(new_name: String)
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var id: String
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var movement: MovementComponent
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func _enter_tree():
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movement = get_node("Movement")
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func set_player_name(new_name: String):
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name = new_name
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@ -1,10 +1,9 @@
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class_name ProxyController
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extends Controller
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## The character that we're controlling.
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var player: Player
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@export var interpolation_speed: float = 10.0
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## The authoritative position on the server.
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var player: Player
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var server_position: Vector3
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func _init(new_player: Player):
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@ -14,13 +13,7 @@ func _init(new_player: Player):
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func _ready():
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server_position = player.position
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func _process(_delta):
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var move := server_position - player.position
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move.y = 0.0
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if move.length_squared() < 0.02:
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direction_changed.emit(Vector3.ZERO)
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return
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var direction := Vector3(move.x, 0, move.z).normalized()
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direction_changed.emit(direction)
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func _process(delta: float):
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var time := interpolation_speed * delta
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player.position.x = lerpf(player.position.x, server_position.x, time)
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player.position.z = lerpf(player.position.z, server_position.z, time)
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