Basic Concepts - Authority and RPC
By default, everything in RadGame has the Server as authority. The only (so far) Exception is the player_input script that is part of each player character - the client that's controlling the character has the multiplayer authority over his input script.
Movement
The player movement is handled in player.gd, which should have the server as authority. Here's how:
func _physics_process(delta) -> void:
# movement
if not is_dead:
handle_movement(delta)
func handle_movement(delta: float) -> void:
# jumping
if input.jumping and is_on_floor():
velocity.y = jump_velocity
if not is_on_floor():
velocity.y -= gravity * delta
input.jumping = false
var direction = (transform.basis * Vector3(input.direction.x, 0, input.direction.y)).normalized()
if direction:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
else:
velocity.x = move_toward(velocity.x, 0, speed)
velocity.z = move_toward(velocity.z, 0, speed)
move_and_slide()
In handle_movement, the direction gets read from the player_input.gd script, over which the player has authority. the player_input node in the player scene is actually a multiplayer synchronizer, and syncs the "direction" variable to the server, so movement can then happen on the server. here's how the input script does it:
func _process(_delta):
movement_direction()
func movement_direction():
# unrotated direction from input
var direction_ur = Input.get_vector("move_left","move_right","move_forward","move_back")
# set strafing
var strafing_left = false
var strafing_right = false
if direction_ur.x < 0:
strafing_left = true
if direction_ur.x > 0:
strafing_right = true
rpc_id(1,"set_strafing",strafing_left,strafing_right)
# set backpedaling
var backwards = false
if direction_ur.y > 0:
backwards = true
rpc_id(1,"set_backpedaling",backwards)
# rotate input according to camera orientation
direction = Vector2(cos(-$"../camera_rotation".rotation.y)*direction_ur.x -\
sin(-$"../camera_rotation".rotation.y)*direction_ur.y, \
sin(-$"../camera_rotation".rotation.y)*direction_ur.x +\
cos(-$"../camera_rotation".rotation.y)*direction_ur.y)
if Input.is_action_just_pressed("jump"):
jump.rpc()
So the direction comes straight from the input and gets synced via the synchronizer, while states such as strafing and backpedaling use RPCs to sync animations.
Spells
while there is targeting and interaction functionality in player_input.gd, we don't care about these right now. let's find where spells happen: