diff --git a/client/player/AnimationTree.gd b/client/player/AnimationTree.gd index cde35ad..ef481db 100644 --- a/client/player/AnimationTree.gd +++ b/client/player/AnimationTree.gd @@ -22,6 +22,12 @@ func _physics_process(_delta): pass Global.MOVEMENT_STATE.RAGDOLL: pass + if !movement_script.input_is_moving: + set("parameters/Transition/transition_request","Idle") + Global.msg_info("Idle", []) + elif movement_script.gait == Global.GAIT.WALKING and movement_script.input_is_moving: + set("parameters/Transition/transition_request","WalkForward") + Global.msg_info("Walk", []) #set("parameters/Transition/transition_request","Idle") #set("parameters/InAir/blend_amount" , 0.5) diff --git a/client/player/CharacterMovementComponent.gd b/client/player/CharacterMovementComponent.gd index 21f61c6..05831f9 100644 --- a/client/player/CharacterMovementComponent.gd +++ b/client/player/CharacterMovementComponent.gd @@ -1,6 +1,7 @@ extends Node class_name CharacterMovementComponent +signal start_jump(vertical_velocity:Vector3) ##################################### @export_category("References") @@ -117,7 +118,7 @@ var input_acceleration :Vector3 var input_direction:Vector3 -var vertical_velocity :Vector3 +var vertical_velocity :Vector3 ## returns the actual velocity for the player. ## so for example if player is holding forward key, but character is stuck by wall, it will return 0 velocity. @@ -314,18 +315,22 @@ var pose_warping_instance = PoseWarping.new() func _process(delta): + Global.msg_info("delta: %f", [delta]) calc_animation_data() var orientation_warping_condition = rotation_mode != Global.ROTATION_MODE.VELOCITY_DIRECTION and \ movement_state == Global.MOVEMENT_STATE.GROUNDED and \ movement_action == Global.MOVEMENT_ACTION.NONE and \ gait != Global.GAIT.SPRINTING and \ input_is_moving + Global.msg_info("orientation_warping_condition:%s", [str(orientation_warping_condition)]) pose_warping_instance.orientation_warping( orientation_warping_condition,camera_root.HObject,animation_velocity,skeleton_ref,"Hips",["Spine","Spine1","Spine2"],0.0,delta) func _physics_process(delta): #Debug() # + Global.msg_info("delta: %f", [delta]) + aim_rate_h = abs((camera_root.HObject.rotation.y - previous_aim_rate_h) / delta) previous_aim_rate_h = camera_root.HObject.rotation.y # @@ -377,7 +382,16 @@ func _physics_process(delta): #------------------ Gravity ------------------# if is_flying == false and character_node is CharacterBody3D: character_node.velocity.y = lerp(character_node.velocity.y,vertical_velocity.y - character_node.get_floor_normal().y,delta * gravity) - character_node.move_and_slide() + Global.msg_info("ID:%d velocity:%s", [character_node.get_node("PlayerNetworkingComponent").id, str(character_node.velocity)]) + var collided = character_node.move_and_slide() + Global.msg_info("ID:%d velocity:%s collided:%s" , [character_node.get_node("PlayerNetworkingComponent").id, str(character_node.velocity), str(collided)]) + if character_node.velocity.x * character_node.velocity.x + character_node.velocity.z * character_node.velocity.z > 0.5: + input_is_moving = true + Global.msg_info("ID:%d distance^2:%s true", [character_node.get_node("PlayerNetworkingComponent").id, str(character_node.velocity.x * character_node.velocity.x + character_node.velocity.z * character_node.velocity.z )]) + else: + input_is_moving = false + Global.msg_info("ID:%d distance^2:%s false", [character_node.get_node("PlayerNetworkingComponent").id, str(character_node.velocity.x * character_node.velocity.x + character_node.velocity.z * character_node.velocity.z )]) + if ground_check.is_colliding() and is_flying == false: movement_state = Global.MOVEMENT_STATE.GROUNDED else: @@ -570,18 +584,22 @@ func add_movement_input(direction: Vector3 = Vector3.ZERO, Speed: float = 0, Acc if is_flying == false: character_node.velocity.x = lerp(character_node.velocity.x,(direction*max_speed).x,Acceleration/(max_speed if max_speed != 0 else (abs(character_node.velocity.x) if character_node.velocity.x != 0 else 1.0))*get_physics_process_delta_time()) character_node.velocity.z = lerp(character_node.velocity.z,(direction*max_speed).z,Acceleration/(max_speed if max_speed != 0 else (abs(character_node.velocity.z) if character_node.velocity.z != 0 else 1.0))*get_physics_process_delta_time()) + Global.msg_info("ID:%d velocity:%s", [character_node.get_node("PlayerNetworkingComponent").id, str(character_node.velocity)]) else: character_node.velocity = character_node.velocity.lerp((direction*max_speed),Acceleration/(max_speed if max_speed != 0 else character_node.velocity.x if character_node.velocity.x != 0 else 1.0)*get_physics_process_delta_time()) - character_node.move_and_slide() + var body_collided = character_node.move_and_slide() + Global.msg_info("ID:%d body_collided:%s", [character_node.get_node("PlayerNetworkingComponent").id, str(body_collided)]) # Get the velocity from the character node + Global.msg_info("ID:%d velocity:%s", [character_node.get_node("PlayerNetworkingComponent").id, str(character_node.velocity)]) var character_node_velocity = character_node.velocity if character_node is CharacterBody3D else character_node.linear_velocity + input_velocity = direction*max_speed if character_node is CharacterBody3D else velocity movement_direction = atan2(input_velocity.x,input_velocity.z) - input_is_moving = input_velocity.length() > 0.0 + #input_is_moving = input_velocity.length() > 0.0 input_acceleration = Acceleration * direction * (1 if max_speed != 0 else -1) + Global.msg_info("ID:%d velocity:%s input_velocity:%s direction:%s input_acceleration:%s character_node_velocity:%s", [character_node.get_node("PlayerNetworkingComponent").id, str(character_node.velocity), str(input_velocity.length()), str(direction), str(input_acceleration), str(character_node_velocity)]) # - actual_acceleration = (character_node_velocity - PrevVelocity) / (get_physics_process_delta_time()) PrevVelocity = character_node_velocity # @@ -600,6 +618,7 @@ func add_movement_input(direction: Vector3 = Vector3.ZERO, Speed: float = 0, Acc func calc_animation_data(): # it is used to modify the animation data to get the wanted animation result + Global.msg_info("actual_velocity:%s" , [str(actual_velocity)]) animation_is_moving_backward_relative_to_camera = false if -actual_velocity.rotated(Vector3.UP,-camera_root.HObject.transform.basis.get_euler().y).z >= -0.1 else true animation_velocity = actual_velocity # a method to make the character' anim walk backward when moving left @@ -617,5 +636,6 @@ func jump() -> void: character_node.apply_impulse(Vector3.UP * jump_magnitude * character_node.mass) else: vertical_velocity = Vector3.UP * jump_magnitude + start_jump.emit(vertical_velocity) diff --git a/client/player/Global.gd b/client/player/Global.gd index 52ef6c4..2f14ea4 100644 --- a/client/player/Global.gd +++ b/client/player/Global.gd @@ -1,5 +1,38 @@ extends Node +signal update_message(message) + +@export var debug_console:bool = false: + get: return debug_console + set(value): + debug_console = value + +@export var debug_app:bool = false: + get: return debug_app + set(value): + debug_app = value + +@export var verbose_console:bool = false: + get: return verbose_console + set(value): + verbose_console = value + +@export var verbose_app:bool = false: + get: return verbose_app + set(value): + verbose_app = value + +@export var error_console:bool = false: + get: return error_console + set(value): + error_console = value + +@export var error_app:bool = false: + get: return error_app + set(value): + error_app = value + + #------------------ Player Enums ------------------# # Demarche (Attend, Marche, Cours, sprint enum GAIT {WAITING, WALKING , RUNNING , SPRINTING} @@ -26,3 +59,49 @@ enum MOVEMENT_DIRECTION {FORWARD , RIGHT, LEFT, BACKWARD} func map_range_clamped(value,InputMin,InputMax,OutputMin,OutputMax): value = clamp(value,InputMin,InputMax) return ((value - InputMin) / (InputMax - InputMin) * (OutputMax - OutputMin) + OutputMin) + + +func get_time_text() -> String: + var time = Time.get_datetime_dict_from_system() + return "%s/%02d/%02d %02d:%02d:%02d" % [ + time['year'], time['month'], time['day'], + time['hour'], time['minute'], time['second'], + ] + +func get_time_only_text() -> String: + var time = Time.get_datetime_dict_from_system() + return "%02d:%02d:%02d" % [ + time['hour'], time['minute'], time['second'], + ] + +func send_message_console(severity:String, format_string:String, array_text:Array) -> void: + var formattage = "%s %s [%s:%d] " + format_string + var frame = get_stack()[2] + var param = [get_time_text(), severity, frame.source, frame.line] + param.append_array(array_text) + print( formattage % param ) + +func send_message_app(severity:String, format_string:String, array_text:Array) -> void: + var formattage = "%s %s [%s:%d] " + format_string + var frame = get_stack()[2] + var param = [get_time_text(), severity, frame.source, frame.line] + param.append_array(array_text) + update_message.emit(formattage % param) + +func msg_debug(format_string:String, array_text:Array) -> void: + if debug_console: + send_message_console("DEBUG", format_string, array_text) + if debug_app: + send_message_app("DEBUG", format_string, array_text) + +func msg_info(format_string:String, array_text:Array) -> void: + if verbose_console: + send_message_console("INFO", format_string, array_text) + if verbose_app: + send_message_app("INFO", format_string, array_text) + +func msg_error(format_string:String, array_text:Array) -> void: + if error_console: + send_message_console("ERROR", format_string, array_text) + if error_app: + send_message_app("ERROR", format_string, array_text) diff --git a/client/player/PlayerController.gd b/client/player/PlayerController.gd index 43c37e5..0d6cc53 100644 --- a/client/player/PlayerController.gd +++ b/client/player/PlayerController.gd @@ -49,6 +49,7 @@ func _physics_process(_delta): direction = Vector3(Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left"), remap(v_rotation,-PI/2,PI/2,-1.0,1.0) if character_component.is_flying == true else 0.0, Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")) + Global.msg_debug("h_rotation:%s", [str(h_rotation)]) direction = direction.rotated(Vector3.UP,h_rotation).normalized() if character_component.gait == Global.GAIT.SPRINTING : character_component.add_movement_input(direction, character_component.current_movement_data.sprint_speed,character_component.current_movement_data.sprint_acceleration) diff --git a/client/player/PlayerNetworkingComponent.gd b/client/player/PlayerNetworkingComponent.gd index a6efdf7..f75d98b 100644 --- a/client/player/PlayerNetworkingComponent.gd +++ b/client/player/PlayerNetworkingComponent.gd @@ -1,27 +1,24 @@ extends Node class_name PlayerNetworkingComponent -@export var character_movement_component : NodePath -@onready var PlayerRef = get_node(character_movement_component) +#@export var character_movement_component : NodePath +#@onready var player_ref = get_node(character_movement_component) +## Refrence to character mesh, should be assigned to a [Node3D] that is a parent to the actual mesh (Skeleton3D) +@export var mesh_ref : Node +## Refrence to a [RayCast3D] that should detect if character is on ground +@export var ground_check : RayCast3D +## Reference to Object CharacterMovementComponent +@export var character_movement_component : CharacterMovementComponent +## Reference Player +@export var player_ref:CharacterBody3D -var sync_camera_h_transform : Transform3D -var sync_camera_v_transform : Transform3D -var sync_view_mode : Global.VIEW_MODE = Global.VIEW_MODE.THIRD_PERSON -var sync_CameraHOffset : float -var sync_position : Vector3: - set(value): - sync_position = value - processed_position = false -var sync_mesh_rotation : Vector3 -var sync_direction : Vector3 -var sync_input_is_moving : bool -var sync_gait : Global.GAIT = Global.GAIT.WALKING -var sync_rotation_mode : Global.ROTATION_MODE = Global.ROTATION_MODE.VELOCITY_DIRECTION -var sync_stance : Global.STANCE = Global.STANCE.STANDING -var sync_movement_state : Global.MOVEMENT_STATE = Global.MOVEMENT_STATE.GROUNDED -var sync_movement_action : Global.MOVEMENT_ACTION = Global.MOVEMENT_ACTION.NONE -var sync_velocity : Vector3 -var processed_position : bool +var tick:int = 0 +var jump:Vector3 = Vector3(0.0, 0.0, 0.0) +var tickjump: int = 0 + +var target_pos:Vector3 = Vector3(0.0, 0.0, 0.0) +var target_rot:Vector3 = Vector3(0.0, 0.0, 0.0) +var target_vol:Vector3 = Vector3(0.0, 0.0, 0.0) @export var id:int = 0: @@ -31,11 +28,6 @@ var processed_position : bool id = value -func _ready(): - #$MultiplayerSynchronizer.set_multiplayer_authority(str(get_parent().name).to_int()) - pass - - func set_id(value:int) -> void: id = value @@ -45,43 +37,143 @@ func is_local_authority() -> bool: return true else: return id == Multi.get_id() - #return str(get_parent().name).to_int() == Multi.get_id() -# if multiplayer.multiplayer_peer is OfflineMultiplayerPeer: -# return true -# else: -# return str(get_parent().name).to_int() == multiplayer.get_unique_id() + #sync player on clients -func _physics_process(_delta): - return -# if !is_local_authority(): -# if not processed_position: -# PlayerRef.character_node.position = sync_position -# processed_position = true -# PlayerRef.mesh_ref.rotation = sync_mesh_rotation -# PlayerRef.input_direction = sync_direction -# PlayerRef.gait = sync_gait -# PlayerRef.stance = sync_stance -# PlayerRef.rotation_mode = sync_rotation_mode -# PlayerRef.camera_root.VObject.transform = sync_camera_v_transform -# PlayerRef.camera_root.HObject.transform = sync_camera_h_transform -# PlayerRef.camera_root.view_mode = sync_CameraHOffset -# PlayerRef.camera_root.CameraHOffset = sync_CameraHOffset -# PlayerRef.movement_state = sync_movement_state -# PlayerRef.movement_action = sync_movement_action -## PlayerRef.velocity = sync_velocity -# PlayerRef.input_is_moving = sync_input_is_moving -# return -# sync_position = PlayerRef.character_node.position -# sync_mesh_rotation = PlayerRef.mesh_ref.rotation -# sync_direction = PlayerRef.input_direction -# sync_gait = PlayerRef.gait -# sync_stance = PlayerRef.stance -# sync_rotation_mode = PlayerRef.rotation_mode -# sync_camera_h_transform = PlayerRef.camera_root.HObject.transform -# sync_camera_v_transform = PlayerRef.camera_root.VObject.transform -# sync_movement_state = PlayerRef.movement_state -# sync_movement_action = PlayerRef.movement_action -# sync_input_is_moving = PlayerRef.input_is_moving -# sync_view_mode = PlayerRef.camera_root.view_mode -# sync_CameraHOffset = PlayerRef.camera_root.CameraHOffset +func _process(delta): + if is_local_authority(): + return + var diffpos = target_pos - get_my_position() + if target_pos == get_my_position(): + Global.msg_info("delta:%f diffpos:%s", [delta, str(diffpos)]) + #character_movement_component.input_is_moving = false + return + else: + Global.msg_info("delta:%f target_pos:%s get_my_position:%s diffpos:%s", [delta, str(target_pos), str(get_my_position), str(diffpos)]) + #character_movement_component.input_is_moving = true + var diffrot = target_rot - get_my_rotation() + var direction = Vector3(diffpos.x, + 0.0, + diffpos.z) + #print(diffpos) + #var h_rotation = -diffrot.y + #print(diffrot,", ", target_rot , ", ", get_my_rotation()) + # .get_euler().y +# var hh:Basis = Basis.from_scale(diffrot) +# var h_rotation = hh.get_euler().y +# #print("hh:", hh, " -> ", h_rotation, " / ", diffrot) +# direction = direction.rotated(Vector3.UP,h_rotation).normalized() + #print("diffpos:", diffpos.x,", ", diffpos.z ) +# if target_vol == Vector3(0.0, 0.0, 0.0): +# var diffrot = target_rot - get_my_rotation() +# var h_rotation = diffrot.y +# direction = direction.rotated(Vector3.UP,h_rotation) #.normalized() +# print(diffrot,", ", target_rot , ", ", get_my_rotation()) + + # Rotation apply directly when we move the player on specific direction + if character_movement_component.gait == Global.GAIT.SPRINTING : + character_movement_component.add_movement_input(direction, character_movement_component.current_movement_data.sprint_speed,character_movement_component.current_movement_data.sprint_acceleration) + elif character_movement_component.gait == Global.GAIT.RUNNING: + character_movement_component.add_movement_input(direction, character_movement_component.current_movement_data.run_speed,character_movement_component.current_movement_data.run_acceleration) + else: + character_movement_component.add_movement_input(direction, character_movement_component.current_movement_data.walk_speed,character_movement_component.current_movement_data.walk_acceleration) + + +func get_my_position() -> Vector3: + #return $SpringArm3D/Camera3D.get_global_position() + return player_ref.get_global_position() + + +func get_my_rotation() -> Vector3: + return mesh_ref.get_global_rotation() + + +func set_first_position_player(ctick:int, pos:Vector3, rot:Vector3): + set_my_position(pos) + set_my_rotation(rot) + + +func update_player(ctick:int, pos:Vector3, rot:Vector3, extra:int, ctickjump:int, vel:Vector3): + #print(tick, " - ", ctick) + if tick != ctick: + #set_my_rotation(rot) + Global.msg_info("extra:%s ctickjump:%s tickjump:%s", [str(extra), str(ctickjump), str(tickjump)]) + if extra & 1: + set_my_position_onlyground(pos) + if tickjump == ctickjump: + Global.msg_info("Already Jump", []) + return + tickjump = ctickjump - 1 + character_movement_component.jump() + Global.msg_info("Go Jump", []) + elif tickjump == 0 or ground_check.is_colliding(): + Global.msg_info("No Jump", []) + tickjump = 0 + update_my_position(pos, rot) + #set_my_position(pos) + #set_my_rotation(rot) + else: + set_my_position_onlyground(pos) + Global.msg_info("Always Jump", []) + tick = ctick + + +func set_my_position(pos:Vector3): + player_ref.set_global_position(pos) + target_pos = pos + + +func set_my_position_onlyground(pos:Vector3): + var newpos:Vector3 = Vector3(pos.x, player_ref.get_global_position().y ,pos.z) + target_pos = newpos + #player_ref.set_global_position(newpos) + +func set_my_rotation(rot:Vector3): + Global.msg_info("Update %s %s", [str(rot), str(mesh_ref.get_global_rotation())]) + mesh_ref.set_global_rotation(rot) + #$CharacterMovementComponent.input_direction = rot + target_rot = rot + + +func update_my_position(pos:Vector3, rot:Vector3): +# if target_pos == pos: +# # input_is_moving +# character_movement_component.input_is_moving = false +# else: +# target_pos = pos +# character_movement_component.input_is_moving = true + target_pos = pos + target_rot = rot +# var diffpos = get_my_position() - pos +# var diffrot = get_my_rotation() - rot +# var direction = Vector3(diffpos.x, +# 0.0, +# diffpos.z) +# var h_rotation = 0.0 #diffrot.y +# direction = direction.rotated(Vector3.UP,h_rotation).normalized() +# if character_movement_component.gait == Global.GAIT.SPRINTING : +# character_movement_component.add_movement_input(direction, character_movement_component.current_movement_data.sprint_speed,character_movement_component.current_movement_data.sprint_acceleration) +# elif character_movement_component.gait == Global.GAIT.RUNNING: +# character_movement_component.add_movement_input(direction, character_movement_component.current_movement_data.run_speed,character_movement_component.current_movement_data.run_acceleration) +# else: +# character_movement_component.add_movement_input(direction, character_movement_component.current_movement_data.walk_speed,character_movement_component.current_movement_data.walk_acceleration) +# pass + +func is_jump() -> bool: + return jump != Vector3( 0.0, 0.0, 0.0) + + +func get_jump() -> Vector3: + var ret:Vector3 = jump + jump = Vector3(0.0, 0.0, 0.0) + return ret + +func get_tickjump() -> int: + return tickjump + +func get_comment() -> String: + return "" + +func start_jump(vertical_velocity:Vector3): + jump = vertical_velocity + tickjump += 1 diff --git a/client/player/PoseWarpingFunctions.gd b/client/player/PoseWarpingFunctions.gd index 481f506..239abbc 100644 --- a/client/player/PoseWarpingFunctions.gd +++ b/client/player/PoseWarpingFunctions.gd @@ -17,7 +17,7 @@ var previous_direction : float var orientation_direction : float var cleared_override : bool = true func orientation_warping(enabled:bool,CameraObject, Velocity:Vector3, skeleton_ref:Skeleton3D, Hip :String= "Hips", Spines :Array[String]= ["Spine","Spine1","Spine2"], Offset := 0.0, delta :float= 1.0, turn_rate :float= 10.0): - + print("orientation_warping:", enabled, Velocity) if !enabled and !cleared_override: set_bone_y_rotation(skeleton_ref,Hip,0,false) for bone in Spines: @@ -25,6 +25,7 @@ func orientation_warping(enabled:bool,CameraObject, Velocity:Vector3, skeleton_r cleared_override = true if is_equal_approx(Velocity.length(),0.0) or !enabled: return + print("orientation_warping:", enabled, Velocity) cleared_override = false var CameraAngle :Quaternion = Quaternion(Vector3(0,1,0),atan2(-CameraObject.transform.basis.z.z, -CameraObject.transform.basis.z.x)) var VelocityAngle :Quaternion = Quaternion(Vector3(0,1,0),atan2(Velocity.z, Velocity.x)) diff --git a/client/player/character.gd b/client/player/character.gd index 77de66f..43c65fb 100644 --- a/client/player/character.gd +++ b/client/player/character.gd @@ -11,7 +11,10 @@ var camrot_v:float = 0.0 @export var h_sensitivity:float = 0.5 @export var v_sensitivity:float = 0.5 -var save_rot:Vector3 +#var save_rot:Vector3 +#var tick:int = 0 +#var jump:Vector3 = Vector3(0.0, 0.0, 0.0) +#var tickjump: int = 0 # Get the gravity from the project settings to be synced with RigidBody nodes. @@ -36,6 +39,7 @@ func set_otherplayer(value:bool): func _ready(): $SpringArm3D/Camera3D.set_current(false) set_process(false) + $CharacterMovementComponent.start_jump.connect(_on_start_jump) # $CameraComponent.set_process(false) # $PlayerController.set_process(false) # $PlayerNetworkingComponent.set_process(false) @@ -48,29 +52,83 @@ func _ready(): #$PlayerGameplayComponent.update_animations() +func _on_start_jump(vertical_velocity:Vector3): + $PlayerNetworkingComponent.start_jump(vertical_velocity) + func get_my_position() -> Vector3: - #return $SpringArm3D/Camera3D.get_global_position() - return self.get_global_position() + return $PlayerNetworkingComponent.get_my_position() + #return self.get_global_position() func get_my_rotation() -> Vector3: + return $PlayerNetworkingComponent.get_my_rotation() #return $SpringArm3D/Camera3D.get_global_rotation() #return $Armature/Skeleton3D.get_global_rotation() #print($Armature/Skeleton3D.get_global_rotation(), "---", $Armature.get_global_rotation()) - return $Armature.get_global_rotation() + #return $Armature.get_global_rotation() -func set_my_position(pos:Vector3): - self.set_global_position(pos) +func is_jump() -> bool: + #return jump != Vector3( 0.0, 0.0, 0.0) + return $PlayerNetworkingComponent.is_jump() -func set_my_rotation(rot:Vector3): - save_rot = rot - print("Update ->" + str(rot)) - $Armature.set_global_rotation(rot) - #$CharacterMovementComponent.input_direction = rot - pass +func get_jump() -> Vector3: +# var ret:Vector3 = jump +# jump = Vector3(0.0, 0.0, 0.0) +# return ret + return $PlayerNetworkingComponent.get_jump() + +func get_tickjump() -> int: +# return tickjump + return $PlayerNetworkingComponent.get_tickjump() + +func set_first_position_player(ctick:int, pos:Vector3, rot:Vector3): +# set_my_position(pos) +# set_my_rotation(rot) + $PlayerNetworkingComponent.set_first_position_player(ctick, pos, rot) + + +func update_player(ctick:int, pos:Vector3, rot:Vector3, extra:int, ctickjump:int, vel:Vector3): + $PlayerNetworkingComponent.update_player(ctick, pos, rot, extra, ctickjump, vel) +# #print(tick, " - ", ctick) +# if tick != ctick: +# #set_my_rotation(rot) +# print("extra:", extra, " ctickjump:", ctickjump, " tickjump:", tickjump) +# if extra & 1: +# set_my_position_onlyground(pos) +# if tickjump == ctickjump: +# print("Already Jump") +# return +# tickjump = ctickjump - 1 +# $CharacterMovementComponent.jump() +# print("Go Jump") +# elif tickjump == 0 or $GroundCheck.is_colliding(): +# print("No Jump") +# tickjump = 0 +# set_my_position(pos) +# set_my_rotation(rot) +# else: +# #set_my_position_onlyground(pos) +# print("Always Jump") +# tick = ctick + +# +#func set_my_position(pos:Vector3): +# self.set_global_position(pos) +# +# +#func set_my_position_onlyground(pos:Vector3): +# var newpos:Vector3 = Vector3(pos.x, self.get_global_position().y ,pos.z) +# self.set_global_position(newpos) +# +#func set_my_rotation(rot:Vector3): +# save_rot = rot +# print("Update ->" + str(rot), " ", $Armature.get_global_rotation()) +# $Armature.set_global_rotation(rot) +# #$CharacterMovementComponent.input_direction = rot +# pass func set_current_camera() -> void: @@ -94,7 +152,7 @@ func set_activate() -> void: func get_comment() -> String: - return str(save_rot) + \ + return $PlayerNetworkingComponent.get_comment() + \ " -> " + str($PlayerNetworkingComponent.is_local_authority()) + \ " -> " + str($CharacterMovementComponent.input_direction) @@ -128,12 +186,3 @@ func get_rotation_mode() -> String: func get_movement_state() -> String: return Global.MOVEMENT_STATE.keys()[$CharacterMovementComponent.movement_state] -# -func _process(_delta): - if ! $PlayerNetworkingComponent.is_local_authority(): - if get_my_rotation() != save_rot: - print("Ohhhhhh : " + str( get_my_rotation()) + " != " + str(save_rot)) - print("Ohhhhhh") - else: - print("Superrrr") -# $Armature.set_global_rotation(save_rot) diff --git a/client/player/character.tscn b/client/player/character.tscn index b113314..8bc5b35 100644 --- a/client/player/character.tscn +++ b/client/player/character.tscn @@ -443,43 +443,43 @@ bones/0/name = "Hips" bones/0/parent = -1 bones/0/rest = Transform3D(0.544576, -0.0348814, -0.837986, 0.0102475, 0.999337, -0.0349382, 0.838649, 0.0104393, 0.544573, -0.000172998, 0.901879, -0.00179914) bones/0/enabled = true -bones/0/position = Vector3(-0.00176314, 0.931469, -0.000860252) -bones/0/rotation = Quaternion(-0.0401286, -0.36795, -0.01318, 0.928886) +bones/0/position = Vector3(0.00389837, 0.928049, -0.00602487) +bones/0/rotation = Quaternion(-0.0391011, -0.368189, -0.0150829, 0.928806) bones/0/scale = Vector3(1, 1, 1) bones/1/name = "Spine" bones/1/parent = 0 bones/1/rest = Transform3D(0.99963, -0.0129189, 0.0239171, 0.01122, 0.997494, 0.0698543, -0.0247596, -0.0695601, 0.99727, 4.88944e-09, 0.0992349, -0.0122733) bones/1/enabled = true bones/1/position = Vector3(4.88944e-09, 0.0992349, -0.0122733) -bones/1/rotation = Quaternion(-0.0133893, 0.0404415, -0.00578242, 0.999075) +bones/1/rotation = Quaternion(-0.0108726, 0.0404716, -0.00604346, 0.999103) bones/1/scale = Vector3(1, 1, 1) bones/2/name = "Spine1" bones/2/parent = 1 bones/2/rest = Transform3D(0.99985, -0.015446, 0.00786788, 0.0155655, 0.999761, -0.0153596, -0.00762876, 0.0154798, 0.999851, -2.79397e-09, 0.11732, 1.86265e-09) bones/2/enabled = true bones/2/position = Vector3(-2.79397e-09, 0.11732, 1.86265e-09) -bones/2/rotation = Quaternion(0.0938751, 0.0821744, -0.00781475, 0.992156) +bones/2/rotation = Quaternion(0.0997442, 0.082279, -0.00839495, 0.99157) bones/2/scale = Vector3(1, 1, 1) bones/3/name = "Spine2" bones/3/parent = 2 bones/3/rest = Transform3D(0.999844, -0.014346, 0.0103258, 0.0156141, 0.990645, -0.135571, -0.00828427, 0.135711, 0.990714, -2.79397e-09, 0.134588, -2.51457e-08) bones/3/enabled = true bones/3/position = Vector3(-2.79397e-09, 0.134588, -2.51457e-08) -bones/3/rotation = Quaternion(0.154004, 0.0814804, -0.0128469, 0.984621) +bones/3/rotation = Quaternion(0.159392, 0.081618, -0.0133636, 0.983745) bones/3/scale = Vector3(1, 1, 1) bones/4/name = "Neck" bones/4/parent = 3 bones/4/rest = Transform3D(0.968778, 0.12654, 0.213204, -0.00181599, 0.863542, -0.504273, -0.247921, 0.488142, 0.836811, 2.48197e-07, 0.150325, 0.00792907) bones/4/enabled = true bones/4/position = Vector3(2.48197e-07, 0.150325, 0.00792907) -bones/4/rotation = Quaternion(0.129882, -0.00998771, 0.00324898, 0.991474) +bones/4/rotation = Quaternion(0.114919, -0.010178, 0.00468797, 0.993312) bones/4/scale = Vector3(1, 1, 1) bones/5/name = "Head" bones/5/parent = 4 bones/5/rest = Transform3D(0.840773, 0.330252, 0.428993, -0.33245, 0.940342, -0.0723432, -0.427291, -0.0817944, 0.900406, 5.58794e-09, 0.107895, 5.21541e-08) bones/5/enabled = true bones/5/position = Vector3(5.58794e-09, 0.107895, 5.21541e-08) -bones/5/rotation = Quaternion(-0.0476332, 0.169489, -0.0573583, 0.982708) +bones/5/rotation = Quaternion(-0.0363743, 0.166472, -0.065152, 0.983219) bones/5/scale = Vector3(1, 1, 1) bones/6/name = "HeadTop_End" bones/6/parent = 5 @@ -507,42 +507,42 @@ bones/9/parent = 3 bones/9/rest = Transform3D(-0.250988, 0.959361, -0.128958, 0.025503, -0.126623, -0.991623, -0.967654, -0.252174, 0.0073142, 0.0610582, 0.0911044, 0.00705553) bones/9/enabled = true bones/9/position = Vector3(0.0610582, 0.0911044, 0.00705553) -bones/9/rotation = Quaternion(-0.474143, -0.53506, 0.569819, -0.405224) +bones/9/rotation = Quaternion(-0.490893, -0.51949, 0.572894, -0.401182) bones/9/scale = Vector3(1, 1, 1) bones/10/name = "LeftArm" bones/10/parent = 9 bones/10/rest = Transform3D(0.845869, -0.51692, -0.131522, 0.093338, 0.386222, -0.917671, 0.52516, 0.763954, 0.374941, 7.45058e-09, 0.129223, 3.95812e-08) bones/10/enabled = true bones/10/position = Vector3(7.45058e-09, 0.129223, 3.95812e-08) -bones/10/rotation = Quaternion(0.535645, -0.0750345, 0.146266, 0.828288) +bones/10/rotation = Quaternion(0.522702, -0.0838034, 0.146062, 0.835718) bones/10/scale = Vector3(1, 1, 1) bones/11/name = "LeftForeArm" bones/11/parent = 10 bones/11/rest = Transform3D(0.138967, -0.989426, 0.0415226, 0.989436, 0.140472, 0.0358277, -0.0412816, 0.0361051, 0.998495, -4.47035e-08, 0.274229, -7.45058e-09) bones/11/enabled = true bones/11/position = Vector3(-4.47035e-08, 0.274229, -7.45058e-09) -bones/11/rotation = Quaternion(-0.0086432, 0.097867, 0.452429, 0.886372) +bones/11/rotation = Quaternion(-0.0124027, 0.0923965, 0.440783, 0.892759) bones/11/scale = Vector3(1, 1, 1) bones/12/name = "LeftHand" bones/12/parent = 11 bones/12/rest = Transform3D(0.746359, -0.304314, 0.591895, 0.184003, 0.949028, 0.255908, -0.639601, -0.0820888, 0.764311, 6.0536e-09, 0.276326, -1.49012e-08) bones/12/enabled = true bones/12/position = Vector3(6.0536e-09, 0.276326, -1.49012e-08) -bones/12/rotation = Quaternion(-0.152197, 0.123664, -0.00611043, 0.980564) +bones/12/rotation = Quaternion(-0.159065, 0.12474, -0.00591672, 0.979338) bones/12/scale = Vector3(1, 1, 1) bones/13/name = "LeftHandMiddle1" bones/13/parent = 12 bones/13/rest = Transform3D(0.98654, 0.118644, -0.112532, -0.118809, 0.0472127, -0.991794, -0.112357, 0.991814, 0.0606732, -3.12924e-07, 0.127755, -7.63685e-08) bones/13/enabled = true bones/13/position = Vector3(-3.12924e-07, 0.127755, -7.63685e-08) -bones/13/rotation = Quaternion(0.138975, 0.00286881, -0.0698249, 0.987827) +bones/13/rotation = Quaternion(0.127762, 0.00538911, -0.0820117, 0.988394) bones/13/scale = Vector3(1, 1, 1) bones/14/name = "LeftHandMiddle2" bones/14/parent = 13 bones/14/rest = Transform3D(0.980685, 0.110739, -0.161229, -0.112737, -0.353585, -0.928584, -0.159838, 0.928824, -0.334271, -7.45058e-09, 0.0361397, -5.21541e-08) bones/14/enabled = true bones/14/position = Vector3(-7.45058e-09, 0.0361397, -5.21541e-08) -bones/14/rotation = Quaternion(0.202539, -0.00139929, 0.0157619, 0.979146) +bones/14/rotation = Quaternion(0.192651, -0.00133348, 0.0146574, 0.981157) bones/14/scale = Vector3(1, 1, 1) bones/15/name = "LeftHandMiddle3" bones/15/parent = 14 @@ -563,14 +563,14 @@ bones/17/parent = 12 bones/17/rest = Transform3D(0.922249, -0.296379, 0.248225, 0.374682, 0.843413, -0.385056, -0.0952333, 0.448123, 0.888885, -0.0300309, 0.0378879, 0.0216701) bones/17/enabled = true bones/17/position = Vector3(-0.0300309, 0.0378879, 0.0216701) -bones/17/rotation = Quaternion(0.285978, 0.116984, 0.178578, 0.934153) +bones/17/rotation = Quaternion(0.285273, 0.112836, 0.189884, 0.932648) bones/17/scale = Vector3(1, 1, 1) bones/18/name = "LeftHandThumb2" bones/18/parent = 17 bones/18/rest = Transform3D(0.793061, 0.491162, -0.360297, -0.562049, 0.818065, -0.121947, 0.234851, 0.299216, 0.924832, 1.19209e-07, 0.0474499, -2.44938e-07) bones/18/enabled = true bones/18/position = Vector3(1.19209e-07, 0.0474499, -2.44938e-07) -bones/18/rotation = Quaternion(-0.00667099, 0.000848215, -0.000823617, 0.999977) +bones/18/rotation = Quaternion(-0.00753822, 0.000718374, -0.000678567, 0.999971) bones/18/scale = Vector3(1, 1, 1) bones/19/name = "LeftHandThumb3" bones/19/parent = 18 @@ -591,14 +591,14 @@ bones/21/parent = 12 bones/21/rest = Transform3D(0.983723, 0.142189, -0.109869, -0.119058, 0.0577917, -0.991204, -0.134589, 0.988151, 0.0737798, -0.0282207, 0.122666, 0.00231682) bones/21/enabled = true bones/21/position = Vector3(-0.0282207, 0.122666, 0.00231682) -bones/21/rotation = Quaternion(0.0416242, -0.0055579, 0.0615344, 0.997221) +bones/21/rotation = Quaternion(0.0348681, -0.00576536, 0.0612172, 0.997499) bones/21/scale = Vector3(1, 1, 1) bones/22/name = "LeftHandIndex2" bones/22/parent = 21 bones/22/rest = Transform3D(0.978949, 0.10384, -0.175717, -0.111366, -0.44972, -0.8862, -0.171047, 0.887113, -0.428688, 1.11759e-07, 0.0389198, -5.96046e-08) bones/22/enabled = true bones/22/position = Vector3(1.11759e-07, 0.0389198, -5.96046e-08) -bones/22/rotation = Quaternion(0.152414, -0.000968763, -0.00568409, 0.9883) +bones/22/rotation = Quaternion(0.144788, -0.000764184, -0.0066249, 0.98944) bones/22/scale = Vector3(1, 1, 1) bones/23/name = "LeftHandIndex3" bones/23/parent = 22 @@ -619,14 +619,14 @@ bones/25/parent = 12 bones/25/rest = Transform3D(0.991492, 0.0540781, -0.118406, -0.118263, -0.00584495, -0.992965, -0.0543897, 0.99852, 0.000600219, 0.0221662, 0.12147, -9.90927e-05) bones/25/enabled = true bones/25/position = Vector3(0.0221662, 0.12147, -9.90927e-05) -bones/25/rotation = Quaternion(0.277807, -0.0191101, -0.114899, 0.953549) +bones/25/rotation = Quaternion(0.267954, -0.0146211, -0.12692, 0.954923) bones/25/scale = Vector3(1, 1, 1) bones/26/name = "LeftHandRing2" bones/26/parent = 25 bones/26/rest = Transform3D(0.981497, 0.113181, -0.154445, -0.116659, -0.286137, -0.951061, -0.151835, 0.951481, -0.267639, -3.72529e-08, 0.036012, -1.11759e-07) bones/26/enabled = true bones/26/position = Vector3(-3.72529e-08, 0.036012, -1.11759e-07) -bones/26/rotation = Quaternion(0.288056, 0.0017774, 0.0251217, 0.957282) +bones/26/rotation = Quaternion(0.278215, 0.00169665, 0.024531, 0.960204) bones/26/scale = Vector3(1, 1, 1) bones/27/name = "LeftHandRing3" bones/27/parent = 26 @@ -647,14 +647,14 @@ bones/29/parent = 12 bones/29/rest = Transform3D(0.991785, 0.0101279, -0.127516, -0.126197, -0.0855001, -0.988314, -0.0209122, 0.996287, -0.0835196, 0.0472581, 0.109082, 0.00226384) bones/29/enabled = true bones/29/position = Vector3(0.0472581, 0.109082, 0.00226384) -bones/29/rotation = Quaternion(0.302996, -0.0206488, -0.148694, 0.941094) +bones/29/rotation = Quaternion(0.293867, -0.0155742, -0.160387, 0.942166) bones/29/scale = Vector3(1, 1, 1) bones/30/name = "LeftHandPinky2" bones/30/parent = 29 bones/30/rest = Transform3D(0.989305, 0.129006, -0.068066, -0.049097, -0.144898, -0.988228, -0.13735, 0.981001, -0.137015, -5.96046e-08, 0.0413669, -1.49012e-08) bones/30/enabled = true bones/30/position = Vector3(-5.96046e-08, 0.0413669, -1.49012e-08) -bones/30/rotation = Quaternion(0.348753, 0.0117926, 0.0500271, 0.935804) +bones/30/rotation = Quaternion(0.339094, 0.0113469, 0.0499297, 0.939358) bones/30/scale = Vector3(1, 1, 1) bones/31/name = "LeftHandPinky3" bones/31/parent = 30 @@ -675,42 +675,42 @@ bones/33/parent = 3 bones/33/rest = Transform3D(-0.214833, -0.949432, 0.228968, -0.0511495, -0.223182, -0.973434, 0.975311, -0.220837, -0.000616074, -0.061057, 0.0911053, 0.00705566) bones/33/enabled = true bones/33/position = Vector3(-0.061057, 0.0911053, 0.00705566) -bones/33/rotation = Quaternion(0.527329, -0.494188, 0.539202, 0.432392) +bones/33/rotation = Quaternion(0.545181, -0.477421, 0.54105, 0.426746) bones/33/scale = Vector3(1, 1, 1) bones/34/name = "RightArm" bones/34/parent = 33 bones/34/rest = Transform3D(0.555382, 0.714901, -0.424814, -0.786414, 0.285417, -0.547804, -0.270377, 0.63832, 0.720724, -2.23517e-08, 0.129223, 9.12696e-08) bones/34/enabled = true bones/34/position = Vector3(-2.23517e-08, 0.129223, 9.12696e-08) -bones/34/rotation = Quaternion(0.516222, 0.0816319, 0.07968, 0.848824) +bones/34/rotation = Quaternion(0.508153, 0.0927225, 0.0794923, 0.852563) bones/34/scale = Vector3(1, 1, 1) bones/35/name = "RightForeArm" bones/35/parent = 34 bones/35/rest = Transform3D(-0.491194, 0.870247, -0.0374029, -0.870282, -0.488505, 0.0630281, 0.0365786, 0.0635101, 0.997311, 7.45058e-09, 0.274776, -3.72529e-08) bones/35/enabled = true bones/35/position = Vector3(7.45058e-09, 0.274776, -3.72529e-08) -bones/35/rotation = Quaternion(0.0639905, -0.0612774, -0.431069, 0.897959) +bones/35/rotation = Quaternion(0.050896, -0.0446304, -0.427534, 0.901461) bones/35/scale = Vector3(1, 1, 1) bones/36/name = "RightHand" bones/36/parent = 35 bones/36/rest = Transform3D(0.953663, 0.121098, 0.275431, -0.18063, 0.962538, 0.202223, -0.240624, -0.242603, 0.939811, 7.45058e-09, 0.276868, 5.96046e-08) bones/36/enabled = true bones/36/position = Vector3(7.45058e-09, 0.276868, 5.96046e-08) -bones/36/rotation = Quaternion(0.10697, -0.00384357, -0.0381328, 0.993523) +bones/36/rotation = Quaternion(0.108232, -0.0212631, -0.0664199, 0.991677) bones/36/scale = Vector3(1, 1, 1) bones/37/name = "RightHandMiddle1" bones/37/parent = 36 bones/37/rest = Transform3D(0.986308, -0.119644, 0.1135, 0.119813, 0.0469439, -0.991686, 0.113321, 0.991706, 0.060636, 3.50177e-07, 0.127755, -8.9407e-08) bones/37/enabled = true bones/37/position = Vector3(3.50177e-07, 0.127755, -8.9407e-08) -bones/37/rotation = Quaternion(0.110639, 0.00839663, 0.0252213, 0.993505) +bones/37/rotation = Quaternion(0.111075, 0.00853949, 0.0245702, 0.993472) bones/37/scale = Vector3(1, 1, 1) bones/38/name = "RightHandMiddle2" bones/38/parent = 37 bones/38/rest = Transform3D(0.980361, -0.111685, 0.162538, 0.114835, -0.346749, -0.930902, 0.160328, 0.931285, -0.327114, 6.70552e-08, 0.0361398, -1.02445e-07) bones/38/enabled = true bones/38/position = Vector3(6.70552e-08, 0.0361398, -1.02445e-07) -bones/38/rotation = Quaternion(0.309781, 0.00172124, -0.0213088, 0.950568) +bones/38/rotation = Quaternion(0.275223, 0.00146608, -0.0181236, 0.961208) bones/38/scale = Vector3(1, 1, 1) bones/39/name = "RightHandMiddle3" bones/39/parent = 38 @@ -731,14 +731,14 @@ bones/41/parent = 36 bones/41/rest = Transform3D(0.940404, 0.29207, -0.174168, -0.340048, 0.811489, -0.475239, 0.00253238, 0.506143, 0.862446, 0.0300309, 0.037888, 0.0216703) bones/41/enabled = true bones/41/position = Vector3(0.0300309, 0.037888, 0.0216703) -bones/41/rotation = Quaternion(0.204513, 0.0233172, -0.230161, 0.951134) +bones/41/rotation = Quaternion(0.202969, 0.0244192, -0.227887, 0.951985) bones/41/scale = Vector3(1, 1, 1) bones/42/name = "RightHandThumb2" bones/42/parent = 41 bones/42/rest = Transform3D(0.793791, -0.608189, -0.00159446, 0.595053, 0.777184, -0.204689, 0.125729, 0.161531, 0.978826, -1.2666e-07, 0.0474498, -2.68221e-07) bones/42/enabled = true bones/42/position = Vector3(-1.2666e-07, 0.0474498, -2.68221e-07) -bones/42/rotation = Quaternion(0.00444348, 0.00194769, 0.181603, 0.98336) +bones/42/rotation = Quaternion(0.00486645, 0.00160173, 0.18191, 0.983302) bones/42/scale = Vector3(1, 1, 1) bones/43/name = "RightHandThumb3" bones/43/parent = 42 @@ -759,14 +759,14 @@ bones/45/parent = 36 bones/45/rest = Transform3D(0.978763, -0.172845, 0.110213, 0.120904, 0.0525683, -0.991271, 0.165542, 0.983545, 0.0723496, 0.0282207, 0.122666, 0.00231693) bones/45/enabled = true bones/45/position = Vector3(0.0282207, 0.122666, 0.00231693) -bones/45/rotation = Quaternion(0.0390987, 0.0100155, 0.00896334, 0.999145) +bones/45/rotation = Quaternion(0.0391944, 0.00984211, 0.0102551, 0.999131) bones/45/scale = Vector3(1, 1, 1) bones/46/name = "RightHandIndex2" bones/46/parent = 45 bones/46/rest = Transform3D(0.978593, -0.104714, 0.177172, 0.106914, -0.476935, -0.872412, 0.175853, 0.872679, -0.45553, 1.49012e-07, 0.0389196, -8.75443e-08) bones/46/enabled = true bones/46/position = Vector3(1.49012e-07, 0.0389196, -8.75443e-08) -bones/46/rotation = Quaternion(0.146895, 0.000172339, 0.00970654, 0.989105) +bones/46/rotation = Quaternion(0.147248, 0.000201449, 0.0096723, 0.989052) bones/46/scale = Vector3(1, 1, 1) bones/47/name = "RightHandIndex3" bones/47/parent = 46 @@ -787,14 +787,14 @@ bones/49/parent = 36 bones/49/rest = Transform3D(0.991829, -0.0281871, 0.124419, 0.122843, -0.0520322, -0.991061, 0.0344089, 0.998247, -0.0481446, -0.0221661, 0.12147, -9.89214e-05) bones/49/enabled = true bones/49/position = Vector3(-0.0221661, 0.12147, -9.89214e-05) -bones/49/rotation = Quaternion(0.21073, -0.00647297, 0.0652739, 0.975341) +bones/49/rotation = Quaternion(0.193095, -0.00802056, 0.0665567, 0.978887) bones/49/scale = Vector3(1, 1, 1) bones/50/name = "RightHandRing2" bones/50/parent = 49 bones/50/rest = Transform3D(0.982662, -0.117406, 0.143498, 0.122607, -0.169092, -0.977944, 0.139081, 0.978583, -0.151765, -7.45058e-09, 0.036012, 0) bones/50/enabled = true bones/50/position = Vector3(-7.45058e-09, 0.036012, 0) -bones/50/rotation = Quaternion(0.34329, -0.00251374, -0.036134, 0.938531) +bones/50/rotation = Quaternion(0.326044, -0.00239119, -0.0346764, 0.944715) bones/50/scale = Vector3(1, 1, 1) bones/51/name = "RightHandRing3" bones/51/parent = 50 @@ -815,14 +815,14 @@ bones/53/parent = 36 bones/53/rest = Transform3D(0.989897, 0.0602255, 0.128364, 0.133612, -0.0931972, -0.986642, -0.0474579, 0.993824, -0.100302, -0.047258, 0.109082, 0.00226358) bones/53/enabled = true bones/53/position = Vector3(-0.047258, 0.109082, 0.00226358) -bones/53/rotation = Quaternion(0.207993, -0.0111433, 0.0918038, 0.973749) +bones/53/rotation = Quaternion(0.207052, -0.0111279, 0.0918627, 0.973944) bones/53/scale = Vector3(1, 1, 1) bones/54/name = "RightHandPinky2" bones/54/parent = 53 bones/54/rest = Transform3D(0.983236, -0.118306, 0.138749, 0.122507, -0.134994, -0.983244, 0.135054, 0.983758, -0.118237, -2.98023e-08, 0.0413665, 4.24334e-08) bones/54/enabled = true bones/54/position = Vector3(-2.98023e-08, 0.0413665, 4.24334e-08) -bones/54/rotation = Quaternion(0.379818, -0.0135726, -0.0710235, 0.922231) +bones/54/rotation = Quaternion(0.354908, -0.0124523, -0.0694377, 0.932236) bones/54/scale = Vector3(1, 1, 1) bones/55/name = "RightHandPinky3" bones/55/parent = 54 @@ -843,28 +843,28 @@ bones/57/parent = 0 bones/57/rest = Transform3D(-0.919821, -0.336213, -0.202214, 0.264978, -0.912457, 0.311783, -0.289337, 0.233202, 0.928386, -0.0912445, -0.0665637, -0.000553781) bones/57/enabled = true bones/57/position = Vector3(-0.0912445, -0.0665637, -0.000553781) -bones/57/rotation = Quaternion(-0.124878, 0.00654514, 0.983598, 0.12999) +bones/57/rotation = Quaternion(-0.124566, 0.0210016, 0.983558, 0.129059) bones/57/scale = Vector3(1, 1, 1) bones/58/name = "RightLeg" bones/58/parent = 57 bones/58/rest = Transform3D(0.997811, 0.0392429, -0.0532304, 0.00932048, 0.713425, 0.70067, 0.0654722, -0.699632, 0.711497, 4.84288e-08, 0.405994, 2.6077e-08) bones/58/enabled = true bones/58/position = Vector3(4.84288e-08, 0.405994, 2.6077e-08) -bones/58/rotation = Quaternion(-0.287314, 0.0749344, -0.01867, 0.954718) +bones/58/rotation = Quaternion(-0.305176, 0.0720621, -0.0197872, 0.949359) bones/58/scale = Vector3(1, 1, 1) bones/59/name = "RightFoot" bones/59/parent = 58 bones/59/rest = Transform3D(0.96994, -0.122934, 0.210008, 0.229929, 0.180407, -0.95634, 0.0796801, 0.975879, 0.20325, -1.02445e-08, 0.42099, 9.31323e-09) bones/59/enabled = true bones/59/position = Vector3(-1.02445e-08, 0.42099, 9.31323e-09) -bones/59/rotation = Quaternion(0.594246, 0.0613319, 0.113691, 0.793841) +bones/59/rotation = Quaternion(0.598038, 0.0613792, 0.11325, 0.791048) bones/59/scale = Vector3(1, 1, 1) bones/60/name = "RightToeBase" bones/60/parent = 59 bones/60/rest = Transform3D(0.999367, 6.43255e-05, 0.0355612, 0.0227211, 0.768109, -0.639916, -0.027356, 0.640319, 0.767622, -5.51563e-09, 0.16432, -1.09159e-07) bones/60/enabled = true bones/60/position = Vector3(-5.51563e-09, 0.16432, -1.09159e-07) -bones/60/rotation = Quaternion(0.354057, 0.0195701, 0.00439821, 0.935009) +bones/60/rotation = Quaternion(0.353885, 0.0205579, 0.00394168, 0.935055) bones/60/scale = Vector3(1, 1, 1) bones/61/name = "RightToe_End" bones/61/parent = 60 @@ -878,28 +878,28 @@ bones/62/parent = 0 bones/62/rest = Transform3D(-0.893651, 0.403296, 0.196826, -0.227377, -0.785047, 0.576195, 0.386895, 0.470164, 0.793258, 0.0912445, -0.0665636, -0.000553777) bones/62/enabled = true bones/62/position = Vector3(0.0912445, -0.0665636, -0.000553777) -bones/62/rotation = Quaternion(0.0799512, 0.205398, 0.969832, -0.104143) +bones/62/rotation = Quaternion(0.0778373, 0.215804, 0.967562, -0.105802) bones/62/scale = Vector3(1, 1, 1) bones/63/name = "LeftLeg" bones/63/parent = 62 bones/63/rest = Transform3D(0.99576, 0.0029921, 0.0919402, -0.056273, 0.810456, 0.583091, -0.0727688, -0.585792, 0.807188, 5.12227e-08, 0.405994, -2.04891e-08) bones/63/enabled = true bones/63/position = Vector3(5.12227e-08, 0.405994, -2.04891e-08) -bones/63/rotation = Quaternion(-0.304747, 0.121903, -0.0383145, 0.943823) +bones/63/rotation = Quaternion(-0.314354, 0.12035, -0.038413, 0.940862) bones/63/scale = Vector3(1, 1, 1) bones/64/name = "LeftFoot" bones/64/parent = 63 bones/64/rest = Transform3D(0.977802, 0.128039, -0.165856, -0.209522, 0.59104, -0.778956, -0.00170929, 0.796415, 0.604748, -2.04891e-08, 0.42099, 6.98492e-09) bones/64/enabled = true bones/64/position = Vector3(-2.04891e-08, 0.42099, 6.98492e-09) -bones/64/rotation = Quaternion(0.488985, -0.0220482, -0.0397986, 0.871105) +bones/64/rotation = Quaternion(0.488526, -0.0219716, -0.0398565, 0.871361) bones/64/scale = Vector3(1, 1, 1) bones/65/name = "LeftToeBase" bones/65/parent = 64 bones/65/rest = Transform3D(0.999367, -0.000945242, -0.0355486, -0.0227206, 0.752033, -0.658734, 0.0273564, 0.659125, 0.751536, 3.66616e-08, 0.16432, -1.10293e-07) bones/65/enabled = true bones/65/position = Vector3(3.66616e-08, 0.16432, -1.10293e-07) -bones/65/rotation = Quaternion(0.359775, -0.00302751, -0.0293221, 0.932573) +bones/65/rotation = Quaternion(0.35771, 0.00236595, -0.0283402, 0.9334) bones/65/scale = Vector3(1, 1, 1) bones/66/name = "LeftToe_End" bones/66/parent = 65 @@ -918,7 +918,7 @@ mesh = SubResource("ArrayMesh_ludfp") skin = SubResource("Skin_0b2ap") [node name="BoneAttachment3D" type="BoneAttachment3D" parent="Armature/Skeleton3D"] -transform = Transform3D(0.996896, -0.0754271, 0.0225785, 0.0761161, 0.849939, -0.521355, 0.020134, 0.521455, 0.853041, -0.021665, 1.50102, 0.110944) +transform = Transform3D(0.997696, -0.0650221, 0.0193827, 0.0651317, 0.837776, -0.542116, 0.0190112, 0.542129, 0.84008, -0.0180246, 1.49546, 0.113051) bone_name = "Head" bone_idx = 5 @@ -970,9 +970,12 @@ UsingCrouchToggle = true character_component = NodePath("../CharacterMovementComponent") networking = NodePath("../PlayerNetworkingComponent") -[node name="PlayerNetworkingComponent" type="Node" parent="."] +[node name="PlayerNetworkingComponent" type="Node" parent="." node_paths=PackedStringArray("mesh_ref", "ground_check", "character_movement_component", "player_ref")] script = ExtResource("6_uat01") +mesh_ref = NodePath("../Armature") +ground_check = NodePath("../GroundCheck") character_movement_component = NodePath("../CharacterMovementComponent") +player_ref = NodePath("..") [node name="CharacterMovementComponent" type="Node" parent="." node_paths=PackedStringArray("networking", "targeting_component", "mesh_ref", "anim_ref", "skeleton_ref", "collision_shape_ref", "camera_root", "character_node", "ground_check", "look_at_object")] script = ExtResource("7_bwjer") diff --git a/client/scenes/DebugWindow.gd b/client/scenes/DebugWindow.gd index 68600ed..97e8faf 100644 --- a/client/scenes/DebugWindow.gd +++ b/client/scenes/DebugWindow.gd @@ -10,10 +10,17 @@ extends Window set(value): node_me = value +const MAX_MESSAGES_SHOW : int = 100 # Called when the node enters the scene tree for the first time. func _ready(): - pass # Replace with function body. + $TabContainer/Log/VBoxContainer/TabContainer/Config/VBox/DConsole.button_pressed = Global.debug_console + $TabContainer/Log/VBoxContainer/TabContainer/Config/VBox/VConsole.button_pressed = Global.verbose_console + $TabContainer/Log/VBoxContainer/TabContainer/Config/VBox/EConsole.button_pressed = Global.error_console + $TabContainer/Log/VBoxContainer/TabContainer/Config/VBox/DApplication.button_pressed = Global.debug_app + $TabContainer/Log/VBoxContainer/TabContainer/Config/VBox/VApplication.button_pressed = Global.verbose_app + $TabContainer/Log/VBoxContainer/TabContainer/Config/VBox/EApplication.button_pressed = Global.error_app + Global.update_message.connect(_update_messages) # Called every frame. 'delta' is the elapsed time since the previous frame. @@ -40,3 +47,45 @@ func _process(_delta): func _on_close_requested(): hide() + + +func _on_console_toggled(button_pressed): + Global.debug_console = button_pressed + + +func _on_application_toggled(button_pressed): + Global.debug_app = button_pressed + + +func _on_v_console_toggled(button_pressed): + Global.verbose_console = button_pressed + + +func _on_e_console_toggled(button_pressed): + Global.error_console = button_pressed + + +func _on_v_application_toggled(button_pressed): + Global.verbose_app = button_pressed + + +func _on_e_application_toggled(button_pressed): + Global.error_app = button_pressed + +func _update_messages(message): + while $TabContainer/Log/VBoxContainer/TabContainer/Messages/ItemList.item_count >= MAX_MESSAGES_SHOW: + $TabContainer/Log/VBoxContainer/TabContainer/Messages/ItemList.remove_item(0) + $TabContainer/Log/VBoxContainer/TabContainer/Messages/ItemList.add_item(message) + + +func _on_item_list_gui_input(event) -> void: + """ copy to clipboard your selection (log) """ + if event is InputEventKey: + if event.is_action_pressed("ui_copy"): + var tampon:String = "" + var next:String = "" + for item in $TabContainer/Log/VBoxContainer/TabContainer/Messages/ItemList.get_selected_items(): + tampon += next + $TabContainer/Log/VBoxContainer/TabContainer/Messages/ItemList.get_item_text(item) + next = "\n" + DisplayServer.clipboard_set(tampon) + diff --git a/client/scenes/DebugWindow.tscn b/client/scenes/DebugWindow.tscn index de8ed77..275820c 100644 --- a/client/scenes/DebugWindow.tscn +++ b/client/scenes/DebugWindow.tscn @@ -103,4 +103,90 @@ text = "anim" layout_mode = 2 size_flags_vertical = 3 +[node name="Log" type="TabBar" parent="TabContainer"] +visible = false +layout_mode = 2 + +[node name="VBoxContainer" type="VBoxContainer" parent="TabContainer/Log"] +layout_mode = 1 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 + +[node name="TabContainer" type="TabContainer" parent="TabContainer/Log/VBoxContainer"] +layout_mode = 2 +size_flags_vertical = 3 + +[node name="Messages" type="TabBar" parent="TabContainer/Log/VBoxContainer/TabContainer"] +layout_mode = 2 + +[node name="ItemList" type="ItemList" parent="TabContainer/Log/VBoxContainer/TabContainer/Messages"] +layout_mode = 1 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 +size_flags_horizontal = 3 +size_flags_vertical = 3 +select_mode = 1 +allow_rmb_select = true +same_column_width = true + +[node name="Config" type="TabBar" parent="TabContainer/Log/VBoxContainer/TabContainer"] +visible = false +layout_mode = 2 + +[node name="VBox" type="VBoxContainer" parent="TabContainer/Log/VBoxContainer/TabContainer/Config"] +layout_mode = 1 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 + +[node name="DConsole" type="CheckButton" parent="TabContainer/Log/VBoxContainer/TabContainer/Config/VBox"] +layout_mode = 2 +size_flags_horizontal = 3 +text = "Envoie les messages de debug vers la console" +alignment = 2 + +[node name="VConsole" type="CheckButton" parent="TabContainer/Log/VBoxContainer/TabContainer/Config/VBox"] +layout_mode = 2 +text = "Envoie les messages d'information vers la console" +alignment = 2 + +[node name="EConsole" type="CheckButton" parent="TabContainer/Log/VBoxContainer/TabContainer/Config/VBox"] +layout_mode = 2 +text = "Envoie les messages d'erreur vers la console" +alignment = 2 + +[node name="HSeparator" type="HSeparator" parent="TabContainer/Log/VBoxContainer/TabContainer/Config/VBox"] +layout_mode = 2 + +[node name="DApplication" type="CheckButton" parent="TabContainer/Log/VBoxContainer/TabContainer/Config/VBox"] +layout_mode = 2 +size_flags_horizontal = 3 +text = "Envoie les messages de debug vers l'application" +alignment = 2 + +[node name="VApplication" type="CheckButton" parent="TabContainer/Log/VBoxContainer/TabContainer/Config/VBox"] +layout_mode = 2 +text = "Envoie les messages d'information vers l'application" +alignment = 2 + +[node name="EApplication" type="CheckButton" parent="TabContainer/Log/VBoxContainer/TabContainer/Config/VBox"] +layout_mode = 2 +text = "Envoie les messages d'erreur vers l'application" +alignment = 2 + [connection signal="close_requested" from="." to="." method="_on_close_requested"] +[connection signal="gui_input" from="TabContainer/Log/VBoxContainer/TabContainer/Messages/ItemList" to="." method="_on_item_list_gui_input"] +[connection signal="toggled" from="TabContainer/Log/VBoxContainer/TabContainer/Config/VBox/DConsole" to="." method="_on_console_toggled"] +[connection signal="toggled" from="TabContainer/Log/VBoxContainer/TabContainer/Config/VBox/VConsole" to="." method="_on_v_console_toggled"] +[connection signal="toggled" from="TabContainer/Log/VBoxContainer/TabContainer/Config/VBox/EConsole" to="." method="_on_e_console_toggled"] +[connection signal="toggled" from="TabContainer/Log/VBoxContainer/TabContainer/Config/VBox/DApplication" to="." method="_on_application_toggled"] +[connection signal="toggled" from="TabContainer/Log/VBoxContainer/TabContainer/Config/VBox/VApplication" to="." method="_on_v_application_toggled"] +[connection signal="toggled" from="TabContainer/Log/VBoxContainer/TabContainer/Config/VBox/EApplication" to="." method="_on_e_application_toggled"] diff --git a/client/scenes/main.gd b/client/scenes/main.gd index 9a8009d..c6de0bc 100644 --- a/client/scenes/main.gd +++ b/client/scenes/main.gd @@ -83,19 +83,11 @@ func _on_connexion_updated(new_state:Multi.Connexion): $Panel.show() -func _on_update_me(pos:Vector3, rot:Vector3): - self.set_player_position(pos) - self.set_player_rotation(rot) - #self.get_node("CharacterBody3D").set_enable_event(true) - #for idx in $PlayerSpawnLocation.get_child_count(): - # $PlayerSpawnLocation.queue_free() - #var p = PlayerCharacter.instantiate() - #$PlayerSpawnLocation.add_child(p) - #$CameraStarting.set_current(false) - #self.set_player_position(pos) +func _on_update_me(tick:int, pos:Vector3, rot:Vector3): + $PlayerSpawnLocation.get_child(0).set_first_position_player(tick, pos, rot) -func _on_update_player(id:int, pos:Vector3, rot:Vector3): +func _on_update_player(id:int, tick:int, pos:Vector3, rot:Vector3, extra:int, tickjump:int, vel:Vector3): var child = $Players.find_child(str(id), false, false) if child == null: print("Add player : ", id) @@ -105,16 +97,11 @@ func _on_update_player(id:int, pos:Vector3, rot:Vector3): $Players.add_child(instance) instance.set_visible(true) instance.set_id(id) - var child2 = $Players.find_child(str(id), false, false) - child2.set_my_position(pos) - child2.set_my_rotation(rot) + child = $Players.find_child(str(id), false, false) else: - print("Update player : ", id, " ", pos, " ", rot) - #print(pos) - #pos.y += 10.0 - child.set_my_position(pos) - child.set_my_rotation(rot) - #child.set_visible(true) + print("Update player : ", id, " ", pos, " ", rot, " ", extra, " ",tickjump, " ", vel) + child.update_player(tick, pos, rot, extra, tickjump, vel) + func _on_remove_player(id:int): diff --git a/client/scenes/multi.gd b/client/scenes/multi.gd index 92960aa..897a79c 100644 --- a/client/scenes/multi.gd +++ b/client/scenes/multi.gd @@ -1,6 +1,12 @@ extends Node +signal connexion_updated(new_state) +signal update_my_position(tick, pos, rot) +signal update_player_position(id, tick, pos, rot, extra, tickjump, velocity) +signal remove_player(id) + + @export var listen_ip:String = "127.0.0.1": set = set_ip @@ -53,12 +59,6 @@ enum Connexion{ id = value -signal connexion_updated(new_state) -signal update_my_position(pos, rot) -signal update_player_position(id, pos, rot) -signal remove_player(id) - - var enet:ENetConnection var dataEnet:ENetPacketPeer var errorEnet:Error @@ -123,52 +123,70 @@ func bad_account(): func get_event_received(): - var data = dataEnet.get_packet() + var data:PackedFlowPull = PackedFlowPull.new(dataEnet) + var command = data.get_u8() + + #var data = dataEnet.get_packet() #print("get: ", data) - if data[0] == 1: # Return connexion - if data[1] == 0: # OK - id = data.decode_u64(2) - var x:float = data.decode_double(2+8) - var y:float = data.decode_double(2+16) - var z:float = data.decode_double(2+24) - var rx:float = data.decode_double(2+32) - var ry:float = data.decode_double(2+40) - var rz:float = data.decode_double(2+48) - var _tick:int = data.decode_double(2+1) - print("MyID:", id) - #print("id:", id, " x:", x, " y:", y, " z:", z) - update_my_position.emit(Vector3(x, y, z), Vector3(rx, ry, rz)) + if command == 1: # Return connexion + var state = data.get_u8() + if state == 0: # OK + id = data.get_u64() + var x:float = data.get_f64() + var y:float = data.get_f64() + var z:float = data.get_f64() + var rx:float = data.get_f64() + var ry:float = data.get_f64() + var rz:float = data.get_f64() + var tick:int = data.get_u8() + #for i in range(56,74): + # var tick1:int = data.decode_u8(2+i) + # print("tick ", i, " :", tick1) + Global.msg_info("ME - id:%d tick:%d x:%d y:%d z:%d", [id, tick, x, y, z]) + update_my_position.emit(tick, Vector3(x, y, z), Vector3(rx, ry, rz)) #self.set_player_position(Vector3(x, y, z)) update_state(Connexion.CONNECTED) else: # KO bad_account() - elif data[0] == 3: # Get position + elif command == 3: # Get position if id == 0: return - var nb:int = data[1] - var pos:int = 2 + var nb:int = data.get_u8() for i in nb: - var mid:int = data.decode_u64(pos) - var mx:float = data.decode_double(pos+8) - var my:float = data.decode_double(pos+16) - var mz:float = data.decode_double(pos+24) - var rx:float = data.decode_double(pos+32) - var ry:float = data.decode_double(pos+40) - var rz:float = data.decode_double(pos+48) - var tick:int = data.decode_u8(pos+56) - pos += 57 + var mid:int = data.get_u64() + var mx:float = data.get_f64() + var my:float = data.get_f64() + var mz:float = data.get_f64() + var rx:float = data.get_f64() + var ry:float = data.get_f64() + var rz:float = data.get_f64() + var tick:int = data.get_u8() + var extra:int = data.get_u8() + var vx:float + var vy:float + var vz:float + var tickjump:int + var jump:bool = (extra & 1) == 1 + if jump: + tickjump = data.get_u8() + vx = data.get_f64() + vy = data.get_f64() + vz = data.get_f64() + + #for ii in range(56,74): + # var tick1:int = data.decode_u8(pos+ii) + # print("tick ", ii, " :", tick1) if mid == id: #print("Me id:", mid, " x:", mx, " y:", my, " z:", mz) continue - print("pos:", pos, " id:", mid, " tick:", tick, " x:", mx, " y:", my, " z:", mz, " rx:", rx, " ry:", ry, " rz:", rz) - update_player_position.emit(mid, Vector3(mx, my, mz), Vector3(rx, ry, rz)) - var nbuserremove:int = data[pos] - pos += 1 + Global.msg_info("OTHER - id:%d tick:%d mx:%d my:%d mz:%d rx:%d ry:%d rz:%d tickjump:%d vx:%d vy:%d vz:%d", [mid, tick, mx, my ,mz ,rx, ry ,rz, tickjump, vx, vy ,vz]) + #print(" id:", mid, " tick:", tick, " x:", mx, " y:", my, " z:", mz, " rx:", rx, " ry:", ry, " rz:", rz, " tickjump:", tickjump, " vx:", vx, " vy:", vy, " vz:", vz) + update_player_position.emit(mid, tick, Vector3(mx, my, mz), Vector3(rx, ry, rz), extra, tickjump, Vector3(vx, vy, vz)) + var nbuserremove:int = data.get_u8() for i in nbuserremove: - var mid = data.decode_u64(pos) - pos += 8 + var mid = data.get_u64() if mid == id: - print("Try to remove me :", mid) + Global.msg_info("Try to remove me : %d", [mid]) continue remove_player.emit(mid) @@ -181,7 +199,7 @@ func send_account(): var packed_array = username.to_ascii_buffer() data += packed_array - print(username, " -> size:", data.size(), " / " , len(username) ) + Global.msg_debug("%s -> size:%s / %d ", [ username, data.size(), len(username)] ) errorEnet = dataEnet.send(1, data, 1) if errorEnet != OK: print("ERROR ENET: ", errorEnet) @@ -191,22 +209,23 @@ func send_account(): func get_player_position(): if state_connexion != Connexion.CONNECTED: return - var pos:PackedFloat64Array = PackedFloat64Array() + var data:PackedFlowPush = PackedFlowPush.new() var posRaw:Vector3 = player_position.get_my_position() #get_position() - pos.append(posRaw.x) - pos.append(posRaw.y) - pos.append(posRaw.z) var rotRaw:Vector3 = player_position.get_my_rotation() - pos.append(rotRaw.x) - pos.append(rotRaw.y) - pos.append(rotRaw.z) - var data:PackedByteArray = PackedByteArray() - data += pos.to_byte_array() - errorEnet = dataEnet.send(2, data, 1) + data.put_vector3(posRaw) + data.put_vector3(rotRaw) + if player_position.is_jump(): + Global.msg_debug("Jump Jump", []) + data.put_u8(1) + data.put_u8(player_position.get_tickjump()) + data.put_vector3(player_position.get_jump()) + else: + data.put_u8(0) + errorEnet = data.push(dataEnet, 2, 1) if errorEnet == ERR_UNCONFIGURED: update_state(Connexion.NONE) elif errorEnet != OK: - print("ERROR ENET: ", errorEnet) + Global.msg_error("ERROR ENET: %s", [str(errorEnet)]) return diff --git a/client/scripts/PackedFlowPull.gd b/client/scripts/PackedFlowPull.gd new file mode 100644 index 0000000..b607dbf --- /dev/null +++ b/client/scripts/PackedFlowPull.gd @@ -0,0 +1,31 @@ +class_name PackedFlowPull + +var data:PackedByteArray = PackedByteArray() + +var offset:int = 0 + +func _init(dataSrc:ENetPacketPeer) -> void: + if dataSrc != null: + self.data = dataSrc.get_packet() + else: + self.data.clear() + self.offset = 0 + +func get_u8() -> int: + var ret:int + #print(self.data.size(), " - " , self.offset) + ret = self.data[self.offset] + self.offset += 1 + return ret + +func get_u64() -> int: + var ret:int + ret = data.decode_u64(self.offset) + self.offset += 8 + return ret + +func get_f64() -> float: + var ret:float + ret = data.decode_double(self.offset) + self.offset += 8 + return ret diff --git a/client/scripts/PackedFlowPush.gd b/client/scripts/PackedFlowPush.gd new file mode 100644 index 0000000..5ab0fb1 --- /dev/null +++ b/client/scripts/PackedFlowPush.gd @@ -0,0 +1,35 @@ +class_name PackedFlowPush + +var data:PackedByteArray = PackedByteArray() + + +func _init() -> void: + self.data.clear() + + +func put_u8(value:int) -> void: + data.append(value) + + +func put_u64(value:int) -> void: + var pos:PackedInt64Array = PackedInt64Array() + pos.append(value) + data += pos.to_byte_array() + + +func puf_f64(value:float) -> void: + var pos:PackedFloat64Array = PackedFloat64Array() + pos.append(value) + data += pos.to_byte_array() + + +func put_vector3(value:Vector3) -> void: + var pos:PackedFloat64Array = PackedFloat64Array() + pos.append(value.x) + pos.append(value.y) + pos.append(value.z) + data += pos.to_byte_array() + + +func push(dataEnet:ENetPacketPeer, channel:int, flags:int) -> Error: + return dataEnet.send(channel, data, flags) diff --git a/server/src/main.rs b/server/src/main.rs index 27b4922..8658665 100644 --- a/server/src/main.rs +++ b/server/src/main.rs @@ -113,6 +113,44 @@ struct Position { z: f64, } */ + +/* + * User + */ +struct PacketFlowPull { + offset: usize, +} + + +impl PacketFlowPull { + pub fn new() -> PacketFlowPull { + Self { + offset: 0, + } + } + pub fn get_u8(&mut self, packet: &enet::Packet) -> u8 { + let next:usize = self.offset + 1; + let mut data: &[u8] = &packet.data()[self.offset..next]; + let value:u8 = data.read_u8().unwrap(); + self.offset = next; + value + } + pub fn get_u64(&mut self, packet: &enet::Packet) -> u64 { + let next:usize = self.offset + 8; + let mut data: &[u8] = &packet.data()[self.offset..next]; + let value:u64 = data.read_u64::().unwrap(); + self.offset = next; + value + } + pub fn get_f64(&mut self, packet: &enet::Packet) -> f64 { + let next:usize = self.offset + 8; + let mut data: &[u8] = &packet.data()[self.offset..next]; + let value:f64 = data.read_f64::().unwrap(); + self.offset = next; + value + } +} + /* * User */ @@ -127,10 +165,16 @@ struct User { rx: f64, // rotation X ry: f64, // rotation Y rz: f64, // rotation Z + vx: f64, // velocity X + vy: f64, // velocity Y + vz: f64, // velocity Z position_updated: bool, lasttime: Instant, sendfull: u8, lastupdate: u8, + jump: bool, + sendjump:u8, + tickjump:u8, } impl PartialEq for User { @@ -156,10 +200,16 @@ impl User { self.rx = 0.0; self.ry = 0.0; self.rz = 0.0; + self.vx = 0.0; + self.vy = 0.0; + self.vz = 0.0; self.position_updated = false; self.lasttime = Instant::now(); self.sendfull = 0; - self.lastupdate = 0; + self.lastupdate = 1; + self.jump = false; + self.tickjump = 0; + self.sendjump = 0; } pub fn set_inactive(&mut self) { self.active = false; @@ -218,13 +268,34 @@ impl User { self.lastupdate = lastupdate; } } + pub fn update_jump(&mut self, vx:f64, vy:f64, vz:f64, tickjump:u8, lastupdate:u8) { + trace!("update_jump"); + self.vx = vx; + self.vy = vy; + self.vz = vz; + self.jump = true; + self.lastupdate = lastupdate; + self.tickjump = tickjump; + self.sendjump = 3; + } + pub fn update_no_jump(&mut self, lastupdate:u8) { + if self.jump == true && self.sendjump == 0 { + trace!("update_no_jump"); + self.vx = 0.0; + self.vy = 0.0; + self.vz = 0.0; + self.jump = false; + self.lastupdate = lastupdate; + self.sendjump = 0; + } + } /* pub fn get_position(&mut self) -> Position { let pos:Position = Position{x: self.x, y: self.y, z: self.z}; return pos; } */ - pub fn push_packet_get_position(&self, data:&mut Vec) { + pub fn push_packet_player(&mut self, data:&mut Vec) { push_u64(data, self.id); push_f64(data, self.x); push_f64(data, self.y); @@ -233,6 +304,19 @@ impl User { push_f64(data, self.ry); push_f64(data, self.rz); push_u8(data, self.lastupdate); + + if self.sendjump > 0 && self.jump == true { + trace!("Send Jump"); + push_u8(data, 1); + push_u8(data,self.tickjump); + push_f64(data, self.vx); + push_f64(data, self.vy); + push_f64(data, self.vz); + self.sendjump -= 1; + } else { + push_u8(data, 0); + self.sendjump = 0; + } } pub fn push_packet_id(&self, data:&mut Vec) { push_u64(data, self.id); @@ -361,9 +445,23 @@ impl Users { pub fn add(&mut self, username:String, address: Address) -> u64 { let id = self.get_new_id(); self.player_active += 1; - self.users.push( User { active: true, username:username, address: address, id: id, x: 0.0, y: 10.0, z:0.0, rx: 0.0, ry: 0.0, rz:0.0, position_updated:true, lasttime: Instant::now(), sendfull:10, lastupdate:0} ); + self.users.push( User { active: true, + username:username, + address: address, + id: id, + x: 0.0, y: 10.0, z:0.0, + rx: 0.0, ry: 0.0, rz:0.0, + vx: 0.0, vy: 0.0, vz:0.0, + position_updated:true, + jump: false, + lasttime: Instant::now(), + sendfull:10, + lastupdate:1, + sendjump: 0, + tickjump:0} ); id } + /* pub fn update_pos_rot(&mut self, address: Address, x:f64, y:f64, z:f64, rx:f64, ry:f64, rz:f64, tick:u8) { for user in self.users.iter_mut() { if user.address == address { @@ -371,6 +469,7 @@ impl Users { } } } + */ pub fn set_inactive(&mut self, address: Address) -> u64 { for user in self.users.iter_mut() { if user.address == address { @@ -446,11 +545,20 @@ impl Users { error!("invalid address {}:{}", address.ip(), address.port()); Err("invalid address") } - pub fn push_packet_get_position(&self, data:&mut Vec, getall: bool) -> u8 { + pub fn get_user_rw(&mut self, address: Address) -> Result<&mut User, &'static str> { + for user in &mut self.users { + if user.address == address { + return Ok(user); + } + } + error!("invalid address {}:{}", address.ip(), address.port()); + Err("invalid address") + } + pub fn push_packet_player(&mut self, data:&mut Vec, getall: bool) -> u8 { let mut nb:u8 = 0; - for user in &self.users { + for user in &mut self.users { if user.active && (getall || user.position_updated ) { - user.push_packet_get_position(data); + user.push_packet_player(data); nb += 1; } } @@ -549,11 +657,11 @@ fn send_message(sender:Peer<()>, data: &[u8] ) -> Result<(), Error> { ) } -fn send_message_connect_ok(sender:Peer<()>, user: &User) -> Result<(), Error> { +fn send_message_connect_ok(sender:Peer<()>, user: &mut User) -> Result<(), Error> { let mut data:Vec = Vec::new(); data.push(1); // return connexion request data.push(0); // return ok - user.push_packet_get_position(&mut data); + user.push_packet_player(&mut data); let c: &[u8] = &data; send_message(sender, c) } @@ -743,7 +851,7 @@ fn main() -> anyhow::Result<()> { let mut launch_cleanup : u8 = 60; let mut last_update:Instant = Instant::now(); let mut stat:Statistics = Statistics::new(); - let mut tick : u8 = 0; + let mut tick : u8 = 1; if cli.trace { loginit(LevelFilter::Trace).unwrap(); @@ -775,7 +883,7 @@ fn main() -> anyhow::Result<()> { info!("Started"); loop { trace!("users: {}", users); - if tick == 255 { + if tick < 255 { tick += 1; } else { tick = 1; @@ -834,8 +942,8 @@ fn main() -> anyhow::Result<()> { StateUsers::NotDefined => { debug!("NotDefined"); force_update = cli.forceupdate; - let _id = users.add(s.to_string(), sender.address()); - let ret = users.get_user(sender.address()); + let _id: u64 = users.add(s.to_string(), sender.address()); + let ret: Result<&mut User, &str> = users.get_user_rw(sender.address()); match ret { Ok(user) => { info!("Add player : {} (id:{})", user.username, user.id); @@ -851,8 +959,8 @@ fn main() -> anyhow::Result<()> { StateUsers::Inactive => { debug!("Inactive"); force_update = cli.forceupdate; - let _id = users.set_active(sender.address()); - let ret = users.get_user(sender.address()); + let _id: u64 = users.set_active(sender.address()); + let ret: Result<&mut User, &str> = users.get_user_rw(sender.address()); match ret { Ok(user) => { info!("Inactive player : {} (id:{})", user.username, user.id); @@ -868,8 +976,8 @@ fn main() -> anyhow::Result<()> { StateUsers::UpdateUser => { debug!("UpdateUser"); force_update = cli.forceupdate; - let _id = users.update_username(s.to_string(), sender.address()); - let ret = users.get_user(sender.address()); + let _id: u64 = users.update_username(s.to_string(), sender.address()); + let ret: Result<&mut User, &str> = users.get_user_rw(sender.address()); match ret { Ok(user) => { info!("Add player : {} (id:{})", user.username, user.id); @@ -885,8 +993,8 @@ fn main() -> anyhow::Result<()> { StateUsers::UpdateAddress => { debug!("UpdateAddress"); force_update = cli.forceupdate; - let _id = users.update_address(s.to_string(), sender.address()); - let ret = users.get_user(sender.address()); + let _id: u64 = users.update_address(s.to_string(), sender.address()); + let ret: Result<&mut User, &str> = users.get_user_rw(sender.address()); match ret { Ok(user) => { info!("Add player : {} (id:{})", user.username, user.id); @@ -907,8 +1015,8 @@ fn main() -> anyhow::Result<()> { StateUsers::Done => { debug!("Done"); force_update = cli.forceupdate; - let _id = users.get_id(sender.address()); - let ret = users.get_user(sender.address()); + let _id: u64 = users.get_id(sender.address()); + let ret: Result<&mut User, &str> = users.get_user_rw(sender.address()); match ret { Ok(user) => { stat.inc_recv_done(); @@ -923,6 +1031,53 @@ fn main() -> anyhow::Result<()> { } } 2 => { + /* + let mut xbytes: &[u8] = &packet.data()[0..8]; + let x = xbytes.read_f64::().unwrap(); + let mut ybytes: &[u8] = &packet.data()[8..16]; + let y = ybytes.read_f64::().unwrap(); + let mut zbytes: &[u8] = &packet.data()[16..24]; + let z = zbytes.read_f64::().unwrap(); + let mut rxbytes: &[u8] = &packet.data()[24..32]; + let rx = rxbytes.read_f64::().unwrap(); + let mut rybytes: &[u8] = &packet.data()[32..40]; + let ry = rybytes.read_f64::().unwrap(); + let mut rzbytes: &[u8] = &packet.data()[40..48]; + let rz = rzbytes.read_f64::().unwrap(); + */ + let mut reader:PacketFlowPull = PacketFlowPull::new(); + let x = reader.get_f64(packet); + let y = reader.get_f64(packet); + let z = reader.get_f64(packet); + let rx = reader.get_f64(packet); + let ry = reader.get_f64(packet); + let rz = reader.get_f64(packet); + // let mut jumpbytes: &[u8] = &packet.data()[49..49]; + // let jump = jumpbytes.read_u8().unwrap(); + + let ret = users.get_user_rw(sender.address()); + match ret { + Ok(user) => { + user.update_pos_rot(x, y, z, rx, ry, rz, tick); + let extra: u8 = reader.get_u8(packet); + let jump: bool = (extra & 1) == 1; + if jump == true { + trace!("Received Jump"); + let tickjump = reader.get_u8(packet); + let vx = reader.get_f64(packet); + let vy = reader.get_f64(packet); + let vz = reader.get_f64(packet); + user.update_jump(vx, vy, vz, tickjump, tick); + } else { + user.update_no_jump(tick); + } + }, + Err(_e) => { + send_message_connect_ko(sender.clone()).unwrap(); + stat.inc_recv_invaliduser(); + }, + }; + /* let mut xbytes: &[u8] = &packet.data()[0..8]; let x = xbytes.read_f64::().unwrap(); let mut ybytes: &[u8] = &packet.data()[8..16]; @@ -936,6 +1091,7 @@ fn main() -> anyhow::Result<()> { let mut rzbytes: &[u8] = &packet.data()[40..48]; let rz = rzbytes.read_f64::().unwrap(); users.update_pos_rot(sender.address(), x, y, z, rx, ry, rz, tick); + */ } _ => { send_message_connect_ko(sender.clone()).unwrap(); @@ -961,7 +1117,7 @@ fn main() -> anyhow::Result<()> { let mut data3:Vec = Vec::new(); data.push(3); // return connexion request // get list user position - let nb:u8 = users.push_packet_get_position(&mut data2, force_update > 0); + let nb:u8 = users.push_packet_player(&mut data2, force_update > 0); if force_update > 0 { force_update -= 1; }