SnekStudio module for multiplayer / multiuser support
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class_name SyncController
extends Area3D
@export var shape: CollisionShape3D
var peer_id: int
var module: copyMultiplayer
var model_controller: ModelController
var nickname: String
var version: int = -1
var bone_lookup: Array[String]
var blendshape_lookup: Array[NodePath]
var model_name : String
var model : Node
var skeleton : Skeleton3D
var anim_player : AnimationPlayer
var anim_root : Node
var settings : PlayerSettings
var is_dragging := false
var drag_current: Vector3
# Reusable buffer to write data for synchronizing models.
static var write_stream: StreamBuffer = StreamBuffer.with_capacity(2048)
func _ready() -> void:
peer_id = name.to_int()
module = get_parent()
model_controller = ModelController.new()
model_controller.name = "ModelController"
add_child(model_controller)
func _process(_delta: float) -> void:
update_collision_shape_position()
handle_dragging()
func _exit_tree() -> void:
if settings: settings.queue_free()
func get_display_name() -> String:
if nickname: return "Player '%s' (%d)" % [ nickname, peer_id ]
else: return "Player (%d)" % peer_id
func change_nickname(new_nickname: String) -> void:
new_nickname = new_nickname.strip_edges()
if new_nickname == "": return # Ignore empty nicknames.
if new_nickname == nickname: return # Ignore unchanged nicknames.
module.print_log("%s is now known as '%s'" % [ get_display_name(), new_nickname ])
nickname = new_nickname
if !settings:
settings = module.new_player_settings()
settings.on_transform_changed(transform)
settings.value_changed.connect(func(value): transform = value)
settings.set_nickname(nickname)
## Attempts to change the model of this player.
func change_model(
new_version: int,
new_bone_lookup: Array[String],
new_blendshape_lookup: Array[NodePath],
filename: String,
) -> void:
# These should be safe to update even if the model doesn't load.
# We just need to stay in sync with the lookup tables.
version = new_version
bone_lookup = new_bone_lookup
blendshape_lookup = new_blendshape_lookup
if not filename.is_valid_filename():
module.print_log("ERROR: '%s' is not a valid file name!" % filename)
return
var full_path := module.cache.path_join(filename)
if not FileAccess.file_exists(full_path):
module.print_log("%s wanted to switch to '%s', but it doesn't exist, skipping" % [ get_display_name(), filename ])
return
if not model_controller.load_vrm(full_path):
module.print_log("ERROR: Model '%s' could not be loaded!" % filename)
return
model_name = filename
model = model_controller.get_node_or_null("Model")
skeleton = model_controller._get_model_skeleton()
anim_player = model.find_child("AnimationPlayer", false, false)
anim_root = anim_player.get_node(anim_player.root_node)
recalculate_collision_shape()
module.print_log("%s switched to '%s'" % [ get_display_name(), filename ])
func sync_model_animation(
current_version: int,
uncompressed_length: int,
buffer: PackedByteArray,
) -> void:
if version != current_version: return
if (not model) or (not skeleton) or (not anim_root): return
var uncompressed_buffer := buffer.decompress(uncompressed_length, FileAccess.COMPRESSION_ZSTD);
var stream := StreamBuffer.from_buffer(uncompressed_buffer)
model.transform = stream.read_transform16()
var all_bones: Array[Dictionary] = []
var all_blendshapes: Array[Dictionary] = []
# We filter out bones at rest and blendshapes at zero, so this
# is initializing all_bones/blendshapes to the default values.
for bone_name in bone_lookup:
var bone_idx := skeleton.find_bone(bone_name)
var bone_rest := skeleton.get_bone_rest(bone_idx)
all_bones.append({ name = bone_name, idx = bone_idx, pose = bone_rest })
for anim_path in blendshape_lookup:
all_blendshapes.append({ path = anim_path, value = 0.0 })
# 256 bones (and blendshapes) should be enough, right?
for i in stream.read_uint8():
var lookup := stream.read_uint8()
all_bones[lookup].pose = stream.read_bone_pose()
for i in stream.read_uint8():
var lookup := stream.read_uint8()
all_blendshapes[lookup].value = stream.read_range16()
# Apply all the values to bones / blendshapes.
for bone in all_bones:
if bone.idx == -1: continue # Different model might not have this bone.
skeleton.set_bone_pose(bone.idx, bone.pose)
for blendshape in all_blendshapes:
var anim_node := anim_root.get_node_or_null(blendshape.path)
if not anim_node: continue # Different model might not have this node.
anim_node.set("blend_shapes/" + blendshape.path.get_subname(0), blendshape.value)
@warning_ignore("shadowed_variable")
static func send_model_animation(module: copyMultiplayer) -> void:
# Check if there's other players we're connected to.
if module.multiplayer.get_peers().size() == 0: return
var model := module.get_model()
var skeleton := module.get_skeleton()
var anim_player := model.find_child("AnimationPlayer", false, false)
var anim_root := anim_player.get_node_or_null(anim_player.root_node)
if (not model) or (not skeleton) or (not anim_root): return
write_stream.write_transform16(model.transform)
# Pre-filter any bones that are at rest / blendshapes that are at zero.
# Unless most bones / blendshapes are active, this should reduce packet size.
var restless_bones := []
var active_blendshapes := []
for i in module.bone_lookup.size():
var bone_name := module.bone_lookup[i]
var bone_idx := skeleton.find_bone(bone_name)
var bone_pose := skeleton.get_bone_pose(bone_idx)
var bone_rest := skeleton.get_bone_rest(bone_idx)
if not bone_pose.is_equal_approx(bone_rest):
restless_bones.append({ lookup = i, pose = bone_pose })
for i in module.blendshape_lookup.size():
var anim_path := module.blendshape_lookup[i]
var anim_node := anim_root.get_node_or_null(anim_path)
var value: float = anim_node.get("blend_shapes/" + anim_path.get_subname(0))
if not is_zero_approx(value):
active_blendshapes.append({ lookup = i, value = value })
write_stream.write_uint8(restless_bones.size())
for bone in restless_bones:
write_stream.write_uint8(bone.lookup)
write_stream.write_bone_pose(bone.pose)
write_stream.write_uint8(active_blendshapes.size())
for blendshape in active_blendshapes:
write_stream.write_uint8(blendshape.lookup)
write_stream.write_range16(blendshape.value)
# The compression still helps, so we'll keep it for now.
var compressed_buffer := write_stream.slice().compress(FileAccess.COMPRESSION_ZSTD);
# Uncomment this to see packet size. Can we hit < 256 bytes?
# module.set_status("Packet size: %d bytes (%d uncompressed)" % [ compressed_buffer.size(), write_stream.size ])
module.sync_model_animation.rpc(module.version, write_stream.size, compressed_buffer)
write_stream.clear()
# Updates the collision shapes used for allowing the player model to be
# repositioned based on the current model's skeleton. This functionality
# is only enabled when the "Players" tab is selected.
func recalculate_collision_shape() -> void:
var head_y := _get_bone_position("Head").y
var left_foot_y := _get_bone_position("LeftFoot").y
var right_foot_y := _get_bone_position("RightFoot").y
var avg_foot_y := (left_foot_y + right_foot_y) / 2
var shoulder_x := _get_bone_position("LeftUpperArm").x
var capsule := CapsuleShape3D.new()
capsule.height = (head_y - avg_foot_y) * 1.5
capsule.radius = shoulder_x * 1.75
shape.shape = capsule
func update_collision_shape_position() -> void:
if not skeleton: return
var head := _get_bone_position("Head")
var left_foot := _get_bone_position("LeftFoot")
var right_foot := _get_bone_position("RightFoot")
var avg_foot := (left_foot + right_foot) / 2
shape.global_position = skeleton.global_position + (head + avg_foot) / 2
func _get_bone_position(bone_name: String) -> Vector3:
var idx := skeleton.find_bone(bone_name)
var pose := skeleton.get_bone_global_pose(idx)
return pose.origin
func _input_event(_camera: Node, event: InputEvent,
pos: Vector3, _normal: Vector3, _idx: int) -> void:
if (module.can_move_players
&& event is InputEventMouseButton
&& event.button_index == MOUSE_BUTTON_LEFT
&& event.pressed):
is_dragging = true
drag_current = pos
func _unhandled_input(event: InputEvent) -> void:
if (is_dragging
&& event is InputEventMouseButton
&& event.button_index == MOUSE_BUTTON_LEFT
&& not event.pressed):
is_dragging = false
get_viewport().set_input_as_handled()
func handle_dragging() -> void:
if not is_dragging: return
var camera := get_viewport().get_camera_3d()
var mouse := get_viewport().get_mouse_position()
var origin := camera.project_ray_origin(mouse)
var dir := camera.project_ray_normal(mouse)
if dir.z == 0: return
var distance := (drag_current.z - origin.z) / dir.z
var target := origin + dir * distance
position += target - drag_current
drag_current = target
sortof_face_the_camera()
settings.on_transform_changed(transform)
# FIXME: Kind of a hack, find a better way.
## Rotates the model a little bit towards the camera
## so it doesn't appear to be staring into nowhere.
func sortof_face_the_camera() -> void:
var camera := get_viewport().get_camera_3d()
var from_2d := Vector2(global_position.x, global_position.z)
var to_2d := Vector2(camera.global_position.x, camera.global_position.z)
rotation.y = -from_2d.angle_to_point(to_2d) + TAU/4