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
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class_name Ghost
extends Node3D
# Чужой игрок: капсула, которая плавно догоняет последнее полученное состояние.
const SMOOTHING = 14.0
var target_pos := Vector3.ZERO
var target_yaw := 0.0
var flags := 0
var body: MeshInstance3D
var visor: MeshInstance3D
func setup(id: int, pos: Vector3) -> void:
name = "Ghost_%d" % id
position = pos
target_pos = pos
var color := Color.from_hsv(fmod(id * 0.618034, 1.0), 0.7, 1.0)
var mat := StandardMaterial3D.new()
mat.albedo_color = color
mat.emission_enabled = true
mat.emission = color
mat.emission_energy_multiplier = 0.6
var capsule := CapsuleMesh.new()
capsule.radius = 0.34
capsule.height = 2.3
body = MeshInstance3D.new()
body.mesh = capsule
body.material_override = mat
add_child(body)
# «Визор» показывает, куда смотрит игрок (-Z — вперёд)
var box := BoxMesh.new()
box.size = Vector3(0.5, 0.15, 0.3)
visor = MeshInstance3D.new()
visor.mesh = box
visor.position = Vector3(0, 0.9, -0.25)
add_child(visor)
var label := Label3D.new()
label.text = "Игрок %d" % (id % 1000)
label.billboard = BaseMaterial3D.BILLBOARD_ENABLED
label.no_depth_test = true
label.position = Vector3(0, 1.6, 0)
label.pixel_size = 0.005
add_child(label)
func set_target(pos: Vector3, yaw: float, pitch: float, new_flags: int) -> void:
target_pos = pos
target_yaw = yaw
flags = new_flags
visor.rotation.x = pitch
func _process(delta: float) -> void:
var t := 1.0 - exp(-SMOOTHING * delta)
position = position.lerp(target_pos, t)
rotation.y = lerp_angle(rotation.y, target_yaw, t)
var sliding := (flags & Net.FLAG_SLIDING) != 0
var squash := 0.55 if sliding else 1.0
body.scale = body.scale.lerp(Vector3(1, squash, 1), t)
var roll := 0.0
if (flags & Net.FLAG_WALLRUN) != 0:
roll = 0.35
body.rotation.z = lerp(body.rotation.z, roll, t)
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uid://c8h6333310d0m
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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())
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uid://dtwbyyjncecj2
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[gd_scene format=3]
[node name="Server" type="Node"]
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@@ -173,6 +173,7 @@ var default_collision_y: float = 0.0
@onready var head: Camera3D = $Camera3D @onready var head: Camera3D = $Camera3D
func _ready() -> void: func _ready() -> void:
add_to_group("local_player")
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
head_base_pos = head.position head_base_pos = head.position
base_fov = head.fov base_fov = head.fov
@@ -223,6 +224,15 @@ func _unhandled_input(event: InputEvent) -> void:
elif event.keycode == KEY_Q: elif event.keycode == KEY_Q:
_try_dash() # Рывок _try_dash() # Рывок
# Битовые флаги состояния для сетевой синхронизации (см. Net.FLAG_*)
func get_net_flags() -> int:
var flags := 0
if is_sliding: flags |= Net.FLAG_SLIDING
if is_wallrunning: flags |= Net.FLAG_WALLRUN
if is_dashing: flags |= Net.FLAG_DASH
if is_mantling: flags |= Net.FLAG_MANTLE
return flags
func _get_input_dir() -> Vector2: func _get_input_dir() -> Vector2:
var input_dir := Vector2.ZERO var input_dir := Vector2.ZERO
if Input.is_key_pressed(KEY_D): if Input.is_key_pressed(KEY_D):
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# Мультиплеер: деплой
## Сервер игры
Выделенный сервер — тот же проект, запущенный headless (порт 9080, plain WebSocket):
godot --headless --path /путь/к/my-world res://Net/server.tscn
Пример systemd-юнита: `deploy/my-world.service`.
## nginx (TLS + статика)
См. `deploy/nginx.conf`. Страница по https подключается к `wss://<домен>/ws`,
nginx проксирует `/ws` на `127.0.0.1:9080`.
## Клиент
Web-экспорт (пресет «Web») кладётся в корень сайта. Адрес сервера берётся из
`window.location`, на десктопе — `ws://127.0.0.1:9080` или
`godot -- --server-url=wss://example.com/ws`.
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[Unit]
Description=My World game server
After=network.target
[Service]
ExecStart=/usr/bin/godot --headless --path /opt/my-world res://Net/server.tscn
Restart=always
User=nobody
[Install]
WantedBy=multi-user.target
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server {
listen 443 ssl;
server_name example.com;
# ssl_certificate / ssl_certificate_key — например, от certbot
root /var/www/my-world; # сюда экспорт Web (index.html, .wasm, .pck)
index index.html;
location /ws {
proxy_pass http://127.0.0.1:9080;
proxy_http_version 1.1;
proxy_set_header Upgrade $http_upgrade;
proxy_set_header Connection "upgrade";
proxy_set_header Host $host;
proxy_read_timeout 1h;
}
}
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@@ -15,6 +15,10 @@ run/main_scene="uid://6vc0m7mc73f1"
config/features=PackedStringArray("4.7", "GL Compatibility") config/features=PackedStringArray("4.7", "GL Compatibility")
config/icon="res://icon.svg" config/icon="res://icon.svg"
[autoload]
Net="*res://Net/net.gd"
[display] [display]
window/stretch/mode="canvas_items" window/stretch/mode="canvas_items"