Finally fixed the sync issue!

Late joining now syncs properly!!!!!!
main
Twirpytherobot 2 weeks ago
parent 85e76d67ca
commit e192802f01
  1. 152
      level/scripts/level.gd

@ -13,6 +13,8 @@ extends Node3D
var _weapon_spawn_counter: int = 0
# Track active weapons for late-join sync (server-side only)
var _active_weapons: Dictionary = {} # weapon_id -> WorldWeapon reference
# Track if we've already initialized to prevent double-spawning
var _multiplayer_initialized: bool = false
# multiplayer chat
@onready var message: LineEdit = $MultiplayerChat/VBoxContainer/HBoxContainer/Message
@ -23,6 +25,8 @@ var _active_weapons: Dictionary = {} # weapon_id -> WorldWeapon reference
var chat_visible = false
func _ready():
print("[Level] _ready() called. Peer ID: ", multiplayer.get_unique_id(), " Is server: ", multiplayer.is_server())
multiplayer_chat.hide()
menu.show()
multiplayer_chat.set_process_input(true)
@ -39,33 +43,71 @@ func _ready():
add_child(weapons_container)
print("Created WeaponsContainer")
# Clients: Remove manually placed weapons (server will sync them via RPC)
if not multiplayer.is_server():
_cleanup_manual_weapons_on_client()
# Don't initialize weapons in _ready() - wait for Host/Join to be pressed
# This is handled in initialize_multiplayer() which is called after the
# multiplayer peer is properly set up
print("[Level] _ready() complete - waiting for Host/Join")
func _on_connected_to_server():
print("[Level] Connected to server! Cleaning up manual weapons")
_cleanup_manual_weapons_on_client()
## Called by Network when multiplayer peer is set up
func initialize_multiplayer():
print("[Level] initialize_multiplayer called. is_server: ", multiplayer.is_server())
# Prevent double initialization
if _multiplayer_initialized:
print("[Level] Already initialized, skipping")
return
Network.connect("player_connected", Callable(self, "_on_player_connected"))
multiplayer.peer_disconnected.connect(_remove_player)
_multiplayer_initialized = true
if multiplayer.is_server():
print("[Level] Running server initialization")
Network.connect("player_connected", Callable(self, "_on_player_connected"))
multiplayer.peer_disconnected.connect(_remove_player)
# Initialize any manually placed weapons in the scene
_initialize_manual_weapons()
# Initialize any manually placed weapons in the scene
_initialize_manual_weapons()
# Spawn initial weapons when server starts
_spawn_initial_weapons()
# Spawn initial weapons when server starts
_spawn_initial_weapons()
# Spawn the host player (peer ID 1)
print("[Level] Spawning host player")
var host_info = Network.players.get(1, {"nick": "Host", "skin": "blue"})
_add_player(1, host_info)
else:
# Client initialization - clean up manual weapons immediately
print("[Level] Running client initialization - cleaning up manual weapons")
_cleanup_manual_weapons_on_client()
func _cleanup_manual_weapons_on_client():
"""Remove manually placed weapons on clients (server will sync them via RPC)"""
print("[Client ", multiplayer.get_unique_id(), "] _cleanup_manual_weapons_on_client called")
if not weapons_container:
print("[Client] No weapons_container found!")
return
print("[Client] WeaponsContainer has ", weapons_container.get_child_count(), " children")
var weapons_to_remove = []
for child in weapons_container.get_children():
if child is WorldWeapon and child.weapon_id == -1:
weapons_to_remove.append(child)
print("[Client] Checking child: ", child.name, " (type: ", child.get_class(), ")")
if child is WorldWeapon:
print("[Client] - Is WorldWeapon with weapon_id: ", child.weapon_id)
if child.weapon_id == -1:
weapons_to_remove.append(child)
print("[Client] - Marked for removal")
print("[Client] Found ", weapons_to_remove.size(), " weapons to remove")
for weapon in weapons_to_remove:
print("[Client] Removing manually placed weapon: ", weapon.name)
weapon.queue_free()
# Use immediate removal to prevent RPC errors
weapons_container.remove_child(weapon)
weapon.free()
func _initialize_manual_weapons():
"""Initialize any WorldWeapon nodes manually placed in the level scene"""
@ -144,16 +186,29 @@ func _spawn_initial_weapons():
)
func _on_player_connected(peer_id, player_info):
print("[Server] _on_player_connected called for peer ", peer_id, " with info: ", player_info)
_add_player(peer_id, player_info)
# Sync existing players to the newly joined player
if multiplayer.is_server() and peer_id != 1:
print("[Server] Syncing existing players to newly connected peer: ", peer_id)
# Wait a frame to ensure new player is fully initialized
await get_tree().process_frame
for existing_player in players_container.get_children():
var existing_id = int(existing_player.name)
if existing_id != peer_id: # Don't sync the player to themselves
print("[Server] Syncing existing player ", existing_id, " to peer ", peer_id)
rpc_id(peer_id, "_spawn_player_local", existing_id, existing_player.position)
# Sync existing weapons to the newly joined player (but not to server itself)
if multiplayer.is_server() and peer_id != 1:
print("[Server] Syncing weapons to newly connected peer: ", peer_id)
print("[Server] Active weapons in _active_weapons: ", _active_weapons.keys())
print("[Server] Active weapons count: ", _active_weapons.size())
for weapon_id in _active_weapons.keys():
var weapon = _active_weapons[weapon_id]
if is_instance_valid(weapon) and weapon.weapon_data:
print("[Server] Sending weapon ", weapon_id, " to peer ", peer_id)
print("[Server] Sending weapon ", weapon_id, " (", weapon.weapon_data.weapon_name, ") at position ", weapon.global_position, " to peer ", peer_id)
# Send current position and zero velocity for syncing
rpc_id(peer_id, "_client_spawn_weapon",
weapon.weapon_data.resource_path,
@ -161,24 +216,83 @@ func _on_player_connected(peer_id, player_info):
Vector3.ZERO,
weapon_id
)
else:
print("[Server] Skipping invalid weapon ", weapon_id)
# Sync equipped weapons for all existing players to the newly joined player
print("[Server] Syncing equipped weapons to newly connected peer: ", peer_id)
for player_node in players_container.get_children():
var player = player_node as Character
if player and is_instance_valid(player):
# Skip the newly joined player (they don't have weapons yet)
if int(player.name) == peer_id:
continue
# Sync main hand weapon
if player.equipped_weapon and player.equipped_weapon.weapon_data:
print("[Server] Syncing main hand weapon for player ", player.name, " to peer ", peer_id)
player.rpc_id(peer_id, "equip_weapon_from_world",
player.equipped_weapon.weapon_data.resource_path)
# Sync off-hand weapon
if player.equipped_offhand and player.equipped_offhand.weapon_data:
print("[Server] Syncing off-hand weapon for player ", player.name, " to peer ", peer_id)
player.rpc_id(peer_id, "equip_weapon_from_world",
player.equipped_offhand.weapon_data.resource_path)
func _on_host_pressed():
print("[Level] Host button pressed")
menu.hide()
print("[Level] Calling Network.start_host()")
Network.start_host(nick_input.text.strip_edges(), skin_input.text.strip_edges().to_lower())
print("[Level] Waiting one frame...")
await get_tree().process_frame
print("[Level] Calling initialize_multiplayer()")
initialize_multiplayer()
func _on_join_pressed():
print("[Level] Join button pressed")
menu.hide()
print("[Level] Calling Network.join_game()")
Network.join_game(nick_input.text.strip_edges(), skin_input.text.strip_edges().to_lower(), address_input.text.strip_edges())
print("[Level] Waiting one frame...")
await get_tree().process_frame
print("[Level] Calling initialize_multiplayer()")
initialize_multiplayer()
func _add_player(id: int, player_info : Dictionary):
print("[Level] _add_player called for peer ", id, " with info: ", player_info)
# Server spawns player and replicates to all clients via RPC
if multiplayer.is_server():
if players_container.has_node(str(id)):
print("[Level] Player ", id, " already exists, skipping")
return
var spawn_pos = get_spawn_point()
print("[Level] Server spawning player ", id, " at ", spawn_pos)
# Spawn on server and all clients (call_local does both)
rpc("_spawn_player_local", id, spawn_pos)
@rpc("any_peer", "call_local", "reliable")
func _spawn_player_local(id: int, spawn_pos: Vector3):
if players_container.has_node(str(id)):
print("[Peer ", multiplayer.get_unique_id(), "] Player ", id, " already exists, skipping")
return
print("[Peer ", multiplayer.get_unique_id(), "] Creating player instance for peer ", id)
var player = player_scene.instantiate()
player.name = str(id)
player.position = get_spawn_point()
player.position = spawn_pos
print("[Peer ", multiplayer.get_unique_id(), "] Adding player to PlayersContainer")
players_container.add_child(player, true)
print("[Peer ", multiplayer.get_unique_id(), "] Player ", id, " spawned at ", player.position)
# Get player info from Network
var player_info = Network.players.get(id, {"nick": "Player", "skin": "blue"})
var nick = Network.players[id]["nick"]
var nick = player_info["nick"]
# Access nickname directly via node path since @onready hasn't loaded yet
var nickname_label = player.get_node_or_null("PlayerNick/Nickname")
if nickname_label:
@ -359,6 +473,14 @@ func remove_world_weapon(weapon_id: int):
print("[ERROR] remove_world_weapon called on client!")
return
# Immediately remove from active weapons to prevent late-join sync issues
if _active_weapons.has(weapon_id):
_active_weapons.erase(weapon_id)
print("[Server] Removed weapon ", weapon_id, " from _active_weapons. Remaining: ", _active_weapons.size())
print("[Server] Remaining weapon IDs: ", _active_weapons.keys())
else:
print("[Server] WARNING: Weapon ", weapon_id, " not found in _active_weapons!")
# Broadcast removal to all clients
print("[Server] Broadcasting removal RPC to all clients")
rpc("_remove_weapon_on_clients", weapon_id)

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