Мультиплеер: выделенный WebSocket-сервер, призраки других игроков

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-21 12:18:13 +05:00
co-authored by Claude Sonnet 5.5
parent c113faec65
commit 628319b36d
10 changed files with 252 additions and 0 deletions
+122
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extends Node
# Автолоад "Net". Один и тот же скрипт работает и на клиенте, и на выделенном сервере
# (RPC требуют одинаковый путь узла и скрипт). Сервер — это headless-запуск Godot.
const PORT = 9080
const DEFAULT_URL = "ws://127.0.0.1:9080"
const SEND_RATE = 20.0
const RETRY_DELAY = 3.0
const FLAG_SLIDING = 1
const FLAG_WALLRUN = 2
const FLAG_DASH = 4
const FLAG_MANTLE = 8
var is_server := false
var ghosts := {} # peer_id -> Ghost
var send_timer := 0.0
var connected := false
func _ready() -> void:
is_server = DisplayServer.get_name() == "headless"
if is_server:
_start_server()
else:
_connect_client()
# ---------- Сервер ----------
func _start_server() -> void:
var peer := WebSocketMultiplayerPeer.new()
var err := peer.create_server(PORT)
if err != OK:
push_error("Не удалось открыть порт %d: %s" % [PORT, error_string(err)])
get_tree().quit(1)
return
multiplayer.multiplayer_peer = peer
multiplayer.peer_connected.connect(func(id): print("+ игрок ", id))
multiplayer.peer_disconnected.connect(_server_peer_left)
print("Сервер запущен на порту ", PORT)
func _server_peer_left(id: int) -> void:
print("- игрок ", id)
for other in multiplayer.get_peers():
recv_left.rpc_id(other, id)
# Клиент -> сервер: своё состояние. Сервер пересылает остальным.
@rpc("any_peer", "unreliable_ordered")
func submit_state(pos: Vector3, yaw: float, pitch: float, flags: int) -> void:
if not is_server:
return
var sender := multiplayer.get_remote_sender_id()
for other in multiplayer.get_peers():
if other != sender:
recv_state.rpc_id(other, sender, pos, yaw, pitch, flags)
# ---------- Клиент ----------
func _server_url() -> String:
for arg in OS.get_cmdline_user_args():
if arg.begins_with("--server-url="):
return arg.substr("--server-url=".length())
if OS.has_feature("web"):
var proto = JavaScriptBridge.eval("window.location.protocol")
var host = JavaScriptBridge.eval("window.location.host")
return ("wss://" if proto == "https:" else "ws://") + str(host) + "/ws"
return DEFAULT_URL
func _connect_client() -> void:
var peer := WebSocketMultiplayerPeer.new()
var err := peer.create_client(_server_url())
if err != OK:
push_warning("Не удалось подключиться: %s" % error_string(err))
_schedule_retry()
return
multiplayer.multiplayer_peer = peer
if not multiplayer.connected_to_server.is_connected(_on_connected):
multiplayer.connected_to_server.connect(_on_connected)
multiplayer.connection_failed.connect(_on_lost)
multiplayer.server_disconnected.connect(_on_lost)
func _on_connected() -> void:
connected = true
func _on_lost() -> void:
connected = false
for g in ghosts.values():
g.queue_free()
ghosts.clear()
multiplayer.multiplayer_peer = null
_schedule_retry()
func _schedule_retry() -> void:
get_tree().create_timer(RETRY_DELAY).timeout.connect(_connect_client)
@rpc("authority", "unreliable_ordered")
func recv_state(id: int, pos: Vector3, yaw: float, pitch: float, flags: int) -> void:
var ghost: Ghost = ghosts.get(id)
if ghost == null:
ghost = Ghost.new()
ghost.setup(id, pos)
ghosts[id] = ghost
get_tree().current_scene.add_child(ghost)
ghost.set_target(pos, yaw, pitch, flags)
@rpc("authority", "reliable")
func recv_left(id: int) -> void:
var ghost = ghosts.get(id)
if ghost:
ghost.queue_free()
ghosts.erase(id)
func _process(delta: float) -> void:
if is_server or not connected:
return
send_timer += delta
if send_timer < 1.0 / SEND_RATE:
return
send_timer = 0.0
var player := get_tree().get_first_node_in_group("local_player")
if player == null:
return
submit_state.rpc_id(1, player.global_position, player.rotation.y, player.head.rotation.x, player.get_net_flags())