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  1. 152
      copyMultiplayer.gd
  2. 71
      sync_controller.gd

@ -1,4 +1,3 @@
class_name copyMultiplayer
extends Mod_Base extends Mod_Base
@export var cache := "" @export var cache := ""
@ -6,11 +5,11 @@ extends Mod_Base
@export var address := "" @export var address := ""
@export var port := 52410 @export var port := 52410
var main_controller: ModelController
## Hardcoded list of bone names that will get syncronized. ## Hardcoded list of bone names that will get syncronized.
var tracked_bones: Array[String] var tracked_bones: Array[String]
var main_controller: ModelController
# Temporary positioning system. # Temporary positioning system.
# TODO: Add a setting that allows syncing model positions, as an alternative # TODO: Add a setting that allows syncing model positions, as an alternative
# to letting the local player choose where each model is going to appear. # to letting the local player choose where each model is going to appear.
@ -18,6 +17,9 @@ var player_order: Array[int] = []
var starting_offset := Vector3(-1.25, 0.0, 0.0) var starting_offset := Vector3(-1.25, 0.0, 0.0)
var accumulative_offset := Vector3( 0.35, 0.0, 0.0) var accumulative_offset := Vector3( 0.35, 0.0, 0.0)
# Allows us to use the "apply_animations" function to apply blendshapes.
var functions_blendshapes: Script = load("res://Mods/MediaPipe/MediaPipeController_BlendShapes.gd")
func _ready() -> void: func _ready() -> void:
# FIXME: This is just thrown together. Dunno if this is an accurate list. # FIXME: This is just thrown together. Dunno if this is an accurate list.
# TODO: Allow specifying additional bones, with the help of a hierachical list of existing bones in the model. # TODO: Allow specifying additional bones, with the help of a hierachical list of existing bones in the model.
@ -38,7 +40,7 @@ func _ready() -> void:
# FIXME: Hardcoded way to get the main model controller. # FIXME: Hardcoded way to get the main model controller.
main_controller = $"/root/SnekStudio_Main/ModelController" main_controller = $"/root/SnekStudio_Main/ModelController"
main_controller.child_entered_tree.connect(on_model_controller_child_added) main_controller.child_entered_tree.connect(model_changed)
setup_setting_widget("cache" , "Cache/LineEdit") setup_setting_widget("cache" , "Cache/LineEdit")
setup_setting_widget("nickname", "Name/LineEdit" ) setup_setting_widget("nickname", "Name/LineEdit" )
@ -46,11 +48,11 @@ func _ready() -> void:
setup_setting_widget("port" , "Host/Port" ) setup_setting_widget("port" , "Host/Port" )
setup_button_connections() setup_button_connections()
multiplayer.peer_connected .connect(on_peer_connected) multiplayer.peer_connected .connect(peer_connected)
multiplayer.peer_disconnected .connect(on_peer_disconnected) multiplayer.peer_disconnected .connect(peer_disconnected)
multiplayer.connected_to_server.connect(on_connected_to_server) multiplayer.connected_to_server.connect(connected_to_server)
multiplayer.connection_failed .connect(on_connection_failed) multiplayer.connection_failed .connect(connection_failed)
multiplayer.server_disconnected.connect(on_server_disconnected) multiplayer.server_disconnected.connect(server_disconnected)
func _exit_tree() -> void: func _exit_tree() -> void:
multiplayer.multiplayer_peer.close() multiplayer.multiplayer_peer.close()
@ -65,19 +67,19 @@ func setup_setting_widget(setting_name: String, path: NodePath) -> void:
_settings_properties.append({ name = setting_name, args = { } }) _settings_properties.append({ name = setting_name, args = { } })
_settings_widgets_by_setting_name[setting_name] = widget _settings_widgets_by_setting_name[setting_name] = widget
if widget is LineEdit: widget.text_changed.connect( if widget is LineEdit:
func(text): modify_setting(setting_name, text)) widget.text_changed.connect(func(text): modify_setting(setting_name, text))
if widget is SpinBox: widget.value_changed.connect( if widget is SpinBox:
func(number): modify_setting(setting_name, roundi(number))) widget.value_changed.connect(func(number): modify_setting(setting_name, roundi(number)))
func setup_button_connections() -> void: func setup_button_connections() -> void:
var window = get_settings_window() var window = get_settings_window()
window.get_node("Buttons/Join").pressed.connect(on_join_pressed) window.get_node("Buttons/Join").pressed.connect(join_pressed)
window.get_node("Buttons/Host").pressed.connect(on_host_pressed) window.get_node("Buttons/Host").pressed.connect(host_pressed)
window.get_node("Buttons/Disconnect").pressed.connect(on_disconnect_pressed) window.get_node("Buttons/Disconnect").pressed.connect(disconnect_pressed)
func on_join_pressed() -> void: func join_pressed() -> void:
var address_widget: LineEdit = get_settings_window().get_node("Host/Address") var address_widget: LineEdit = get_settings_window().get_node("Host/Address")
var default_address: String = address_widget.placeholder_text var default_address: String = address_widget.placeholder_text
var actual_address := default_address if address.is_empty() else address var actual_address := default_address if address.is_empty() else address
@ -91,7 +93,7 @@ func on_join_pressed() -> void:
else: else:
print_log("Unable to connect!") print_log("Unable to connect!")
func on_host_pressed() -> void: func host_pressed() -> void:
var peer := ENetMultiplayerPeer.new() var peer := ENetMultiplayerPeer.new()
if peer.create_server(port) == OK: if peer.create_server(port) == OK:
multiplayer.multiplayer_peer = peer multiplayer.multiplayer_peer = peer
@ -101,7 +103,7 @@ func on_host_pressed() -> void:
else: else:
print_log("Unable to open server!") print_log("Unable to open server!")
func on_disconnect_pressed() -> void: func disconnect_pressed() -> void:
assert(multiplayer.multiplayer_peer) assert(multiplayer.multiplayer_peer)
if multiplayer.is_server(): if multiplayer.is_server():
set_status("") set_status("")
@ -111,16 +113,13 @@ func on_disconnect_pressed() -> void:
multiplayer.multiplayer_peer.close() multiplayer.multiplayer_peer.close()
func on_peer_connected(id: int) -> void: func peer_connected(id: int) -> void:
update_status() update_status()
print_log(["Player ", id, " connected"]) print_log(["Player ", id, " connected"])
var model_controller := ModelController.new() var new_controller := ModelController.new()
model_controller.name = str(id) new_controller.name = str(id)
var sync_controller := SyncController.new() add_child(new_controller)
sync_controller.name = "SyncController"
model_controller.add_child(sync_controller)
add_child(model_controller)
player_order.append(id) player_order.append(id)
update_model_transforms() update_model_transforms()
@ -128,7 +127,7 @@ func on_peer_connected(id: int) -> void:
var filename = main_controller._last_loaded_vrm.get_file() var filename = main_controller._last_loaded_vrm.get_file()
if filename.is_valid_filename(): change_model.rpc_id(id, filename) if filename.is_valid_filename(): change_model.rpc_id(id, filename)
func on_peer_disconnected(id: int) -> void: func peer_disconnected(id: int) -> void:
update_status() update_status()
print_log(["Player ", id, " disconnected"]) print_log(["Player ", id, " disconnected"])
@ -139,15 +138,15 @@ func on_peer_disconnected(id: int) -> void:
player_order.remove_at(player_order.find(id)) player_order.remove_at(player_order.find(id))
update_model_transforms() update_model_transforms()
func on_connected_to_server() -> void: func connected_to_server() -> void:
print_log("Connected to server") print_log("Connected to server")
func on_connection_failed() -> void: func connection_failed() -> void:
set_status("") set_status("")
print_log("Connection failed!") print_log("Connection failed!")
update_enabled_state(false) update_enabled_state(false)
func on_server_disconnected() -> void: func server_disconnected() -> void:
set_status("") set_status("")
print_log("Disconnected from server") print_log("Disconnected from server")
update_enabled_state(false) update_enabled_state(false)
@ -163,14 +162,6 @@ func update_enabled_state(is_online: bool) -> void:
window.get_node("Buttons/Host" ).disabled = is_online window.get_node("Buttons/Host" ).disabled = is_online
window.get_node("Buttons/Disconnect").disabled = !is_online window.get_node("Buttons/Disconnect").disabled = !is_online
func update_status() -> void:
var num_players := 1 + multiplayer.get_peers().size()
var side := "Hosting" if multiplayer.is_server() else "Connected"
var s := "s" if num_players != 1 else ""
set_status([side, ": ", num_players, " player", s])
# FIXME: Temporary hardcoded way to assign some offset to other players.
func update_model_transforms() -> void: func update_model_transforms() -> void:
var offset := starting_offset var offset := starting_offset
for id in player_order: for id in player_order:
@ -187,7 +178,12 @@ func update_model_rotation(controller: ModelController) -> void:
var to_2d := Vector2(camera.position.x, camera.position.z) var to_2d := Vector2(camera.position.x, camera.position.z)
controller.rotation.y = from_2d.angle_to_point(to_2d) / 4 # Magic value, probably depends on FOV. controller.rotation.y = from_2d.angle_to_point(to_2d) / 4 # Magic value, probably depends on FOV.
## Removes all networked player models. func update_status() -> void:
var num_players := 1 + multiplayer.get_peers().size()
var side := "Hosting" if multiplayer.is_server() else "Connected"
var s := "s" if num_players != 1 else ""
set_status([side, ": ", num_players, " player", s])
func clear_player_models() -> void: func clear_player_models() -> void:
for controller in get_children(): for controller in get_children():
if controller is ModelController: if controller is ModelController:
@ -196,10 +192,28 @@ func clear_player_models() -> void:
player_order.clear() player_order.clear()
func _process(_delta: float) -> void: @rpc("any_peer", "reliable")
SyncController.send_model_animation(self) func change_model(filename: String) -> void:
var player_id := multiplayer.get_remote_sender_id()
var controller := get_node_or_null(str(player_id)) as ModelController
if not controller: return
if not filename.is_valid_filename():
print_log(["ERROR: '", filename, "' is not a valid file name!"])
return
func on_model_controller_child_added(child: Node) -> void: var full_path := cache.path_join(filename)
if not FileAccess.file_exists(full_path):
print_log(["Player ", player_id, " wanted to switch to '", filename, "', but it could not be found, skipping"])
return
if controller.load_vrm(full_path):
print_log(["Player ", player_id, " switched to '", filename, "'"])
else:
print_log(["ERROR: Model '", filename, "' could not be loaded!"])
# Called when a node is added to the main ModelController.
func model_changed(child: Node) -> void:
if child.name != "Model": return if child.name != "Model": return
# Wait for one frame, then "_last_loaded_vrm" is updated. # Wait for one frame, then "_last_loaded_vrm" is updated.
await get_tree().process_frame await get_tree().process_frame
@ -207,20 +221,42 @@ func on_model_controller_child_added(child: Node) -> void:
if filename.is_valid_filename(): change_model.rpc(filename) if filename.is_valid_filename(): change_model.rpc(filename)
## Gets the SyncController for the player with the specified peer id. # FIXME: This sends way more information than necessary, but works as a proof-of-concept!
func get_sync_controller(peer_id: int) -> SyncController:
var model_controller := get_node_or_null(str(peer_id)) as ModelController
if not model_controller: return null
return model_controller.get_node_or_null("SyncController") as SyncController
@rpc("any_peer", "reliable")
func change_model(filename: String) -> void:
var peer_id := multiplayer.get_remote_sender_id()
var controller := get_sync_controller(peer_id)
if controller: controller.change_model(filename)
@rpc("any_peer", "unreliable_ordered") @rpc("any_peer", "unreliable_ordered")
func sync_model_animation(model_transform: Transform3D, shape_dict: Dictionary, bone_poses: Dictionary) -> void: func sync_model_animation(
var peer_id := multiplayer.get_remote_sender_id() model_transform: Transform3D,
var controller := get_sync_controller(peer_id) shape_dict: Dictionary, # Dictionary[String, float]
if controller: controller.sync_model_animation(model_transform, shape_dict, bone_poses) bone_poses: Dictionary, # Dictionary[String, Transform3D]
) -> void:
var player_id := multiplayer.get_remote_sender_id()
var controller := get_node_or_null(str(player_id))
if not controller: return
var model := controller.get_node_or_null("Model") as Node3D
if model:
model.transform = model_transform
functions_blendshapes.apply_animations(model, shape_dict)
var skeleton := controller._get_model_skeleton() as Skeleton3D
if skeleton:
for bone_name in bone_poses:
var pose: Transform3D = bone_poses[bone_name]
var idx := skeleton.find_bone(bone_name)
if idx != -1: skeleton.set_bone_pose(idx, pose)
func _process(_delta: float) -> void:
if multiplayer.get_peers().size() == 0: return
var model := get_model()
var skeleton := get_skeleton()
var media_pipe_ctrl = $"../MediaPipeController"
if (not model) or (not skeleton) or (not media_pipe_ctrl): return
var shape_dict = media_pipe_ctrl.blend_shape_last_values
var bone_poses = {}
for bone_name in tracked_bones:
var bone_idx = skeleton.find_bone(bone_name)
if bone_idx == -1: continue
var bone_pose = skeleton.get_bone_pose(bone_idx)
bone_poses[bone_name] = bone_pose
sync_model_animation.rpc(model.transform, shape_dict, bone_poses)

@ -1,71 +0,0 @@
class_name SyncController
extends Node
var module: copyMultiplayer
var model_controller: ModelController
var peer_id: int
var nickname: String # FIXME: Not assigned or used.
var model_name: String
var model: Node
var skeleton: Skeleton3D
# Allows us to use the "apply_animations" function to apply blendshapes to a model.
static var _functions_blendshapes: Script = load("res://Mods/MediaPipe/MediaPipeController_BlendShapes.gd")
func _ready() -> void:
module = get_parent().get_parent()
model_controller = get_parent()
peer_id = model_controller.name.to_int()
## Attempts to change the model of this player.
func change_model(filename: String) -> void:
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("Player %d wanted to switch to '%s', but it doesn't exist, skipping" % [ peer_id, filename ])
return
if not model_controller.load_vrm(full_path):
module.print_log("ERROR: Model '%s' could not be loaded!" % filename)
return
module.print_log("Player %d switched to '%s'" % [ peer_id, filename ])
model_name = filename
model = model_controller.get_node_or_null("Model")
skeleton = model_controller._get_model_skeleton()
func sync_model_animation(
model_transform: Transform3D,
shape_dict: Dictionary, # Dictionary[String, float]
bone_poses: Dictionary, # Dictionary[String, Transform3D]
) -> void:
if (not model) or (not skeleton): return
model.transform = model_transform
_functions_blendshapes.apply_animations(model, shape_dict)
for bone_name in bone_poses:
var pose: Transform3D = bone_poses[bone_name]
var idx := skeleton.find_bone(bone_name)
if idx != -1: skeleton.set_bone_pose(idx, pose)
@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 media_pipe = module.get_node("../MediaPipeController")
if (not model) or (not skeleton) or (not media_pipe): return
var shape_dict = media_pipe.blend_shape_last_values
var bone_poses = {}
for bone_name in module.tracked_bones:
var bone_idx = skeleton.find_bone(bone_name)
if bone_idx == -1: continue
var bone_pose = skeleton.get_bone_pose(bone_idx)
bone_poses[bone_name] = bone_pose
# FIXME: This sends way more information than necessary, but works as a proof-of-concept!
module.sync_model_animation.rpc(model.transform, shape_dict, bone_poses)
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