fix: a lot of networking bugs

This commit is contained in:
DottsGit
2026-06-06 19:26:22 -04:00
parent ff3e01a9e5
commit dbbfbef4a4
7 changed files with 194 additions and 109 deletions
+3 -3
View File
@@ -137,7 +137,7 @@ func _on_hit(result: Dictionary) -> void:
if not result.collider.has_method("take_damage"):
if result.collider is StaticBody3D or result.collider is CSGShape3D:
ImpactSpawner.spawn(get_tree(), "crater", result.position, result.normal, explosion_radius * 1.5)
elif not owner_player or owner_player.is_multiplayer_authority():
elif owner_player and owner_player.multiplayer.is_server():
result.collider.take_damage(damage, result.position, owner_player)
_explode(result.position)
destroy()
@@ -200,11 +200,11 @@ func _explode(pos: Vector3) -> void:
if col == owner_player and not can_self_damage:
# Skip self damage, but we still applied the knockback!
pass
elif not owner_player or owner_player.is_multiplayer_authority():
elif owner_player and owner_player.multiplayer.is_server():
col.take_damage(final_damage, target_pos, owner_player, dir * final_knockback)
# Broadcast Visual Explosion Effect to other peers
if owner_player and owner_player.has_method("server_play_explosion") and owner_player.multiplayer.has_multiplayer_peer() and owner_player.multiplayer.multiplayer_peer is not OfflineMultiplayerPeer:
if owner_player and owner_player.is_multiplayer_authority() and owner_player.has_method("server_play_explosion") and owner_player.multiplayer.has_multiplayer_peer() and owner_player.multiplayer.multiplayer_peer is not OfflineMultiplayerPeer:
owner_player.server_play_explosion.rpc_id(1, pos, explosion_radius)
# Local Visual Effect
+12 -5
View File
@@ -102,12 +102,19 @@ func _physics_process(delta: float) -> void:
if ignited and is_instance_valid(weapon_source):
var target_dir: Vector3 = initial_aim_dir
var is_painting = weapon_source.get("is_targeting")
var is_painting = false
var target: Vector3 = Vector3.ZERO
if is_painting != null and is_painting:
var target: Vector3 = weapon_source.get("homing_target_pos")
if target != null and target != Vector3.ZERO:
target_dir = (target - global_position).normalized()
if weapon_source.get("player") and weapon_source.player:
is_painting = weapon_source.player.synced_is_targeting
target = weapon_source.player.synced_homing_target_pos
else:
is_painting = weapon_source.get("is_targeting")
if is_painting != null and is_painting:
target = weapon_source.get("homing_target_pos")
if is_painting and target != Vector3.ZERO:
target_dir = (target - global_position).normalized()
if target_dir != Vector3.ZERO:
var current_dir = velocity.normalized()
+1 -1
View File
@@ -58,7 +58,7 @@ func _on_hit(result: Dictionary) -> void:
final_damage = lerpf(damage, min_damage, falloff_factor)
if result.collider.has_method("take_damage"):
if not owner_player or owner_player.is_multiplayer_authority():
if owner_player and owner_player.multiplayer.is_server():
result.collider.take_damage(final_damage, result.position, owner_player)
elif result.collider is StaticBody3D or result.collider is CSGShape3D:
var size = 0.4 if impact_type == "plasma" else 0.15
+9
View File
@@ -90,10 +90,19 @@ func _process(delta: float) -> void:
homing_target_pos = target
(targeting_laser.mesh as CylinderMesh).height = 300.0
targeting_laser.position.z = -150.0
if player and player.is_multiplayer_authority():
player.synced_is_targeting = true
player.synced_homing_target_pos = homing_target_pos
else:
if player and player.is_multiplayer_authority():
player.synced_is_targeting = false
func unequip() -> void:
is_targeting = false
targeting_laser.visible = false
if player and player.is_multiplayer_authority():
player.synced_is_targeting = false
# Override fire to shoot 8 rockets at once
func _fire() -> void: