t_p7.4_port: network_manager to netfox

- Fixed double-emission bug in network_manager.gd: ENet signal connections
  (peer_connected/peer_disconnected) are now only connected when netfox
  NetworkEvents is NOT available, preventing duplicate player_connected/
  player_disconnected signal emissions.
- Fixed stop() to only disconnect ENet signals when they were actually
  connected (mirrors the conditional connection in start_server()).
- Fixed headless parse error in player_net_input.gd: replaced direct
  NetworkTime.before_tick_loop reference with Engine.get_singleton()
  call, avoiding unresolved type identifier in headless mode.
- netfox_bootstrap.gd added as minimal autoload placeholder.
- Dual-path architecture: netfox NetworkEvents when available (editor),
  ENet fallback when netfox unavailable (headless server).
- Broadcast RPCs (spawn, round state, scores) kept as-is since they
  work identically through Godot's MultiplayerAPI in both paths.
This commit is contained in:
2026-07-02 17:35:06 -04:00
parent db477b4c48
commit 25221bf3cb
5 changed files with 254 additions and 39 deletions
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## NetfoxBootstrap — minimal. All class_names should be registered by
## Godot's global script scanning. We don't reference any netfox
## class_name directly in our code.
extends Node
func _ready() -> void:
# netfox singletons are registered by the editor plugin only.
# In headless/export builds, Engine.has_singleton checks handle this.
pass
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uid://cwipcjgj8cyym
+109 -39
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## NetworkManager — ENet Transport + Player Replication Singleton
## NetworkManager — netfox-aware transport with graceful ENet fallback
##
## Autoload that wraps Godot 4's ENetMultiplayerPeer and provides
## player spawn/despawn broadcasting to all connected clients.
## Server creates RPC broadcasts; clients receive and emit signals.
## Dual-path architecture:
## Path A (netfox available) → NetworkEvents drives lifecycle signals
## Path B (headless/export) → ENetMultiplayerPeer drives lifecycle signals
##
## The server always uses ENetMultiplayerPeer as the underlying transport
## (netfox layers on top of Godot's MultiplayerAPI). When netfox NetworkEvents
## is available, it provides lifecycle signals (on_peer_join, etc.) and the
## ENet signal connections are skipped to avoid double emissions. When netfox
## is unavailable (headless mode), the built-in ENet peer_connected/
## peer_disconnected signals are used directly.
##
## Broadcast RPCs (player spawn/despawn) work identically in both paths
## since they use Godot's built-in MultiplayerAPI, which netfox enhances
## without replacing. Round state/scores are now distributed via
## round_manager's netfox Self-RPC pattern directly.
##
## Architecture:
## server mode → start_server(port) → ENetMultiplayerPeer server
## client mode → join_server(host,port)→ ENetMultiplayerPeer client
## replication → _broadcast_spawn_player / _broadcast_despawn_player
## (server→all clients RPC)
## server mode → start_server(port) → ENetMultiplayerPeer server
## client mode → join_server(host,port)→ ENetMultiplayerPeer client
## netfox path → NetworkEvents signals when available (editor)
## fallback → ENet peer signals in headless mode
##
## Channels (3-lane layout per Phase 0 research):
## Channels (3-lane layout):
## 0 unreliable-ordered → 128Hz input / transform deltas
## 1 reliable-ordered → game events, spawn, damage, chat
## 2 unreliable → telemetry / VOIP metadata
@@ -42,18 +54,7 @@ signal server_state_received(entity_id: int, snapshot_dict: Dictionary)
# Constants
# ---------------------------------------------------------------------------
const DEFAULT_PORT: int = 34197
const CHANNELS: int = 3 # 0=input, 1=events, 2=telemetry
# Max clients is read from ServerConfig at start_server() time.
# This default is used before ServerConfig is available.
var max_clients: int = 16
# Channel indices
enum Chan {
INPUT = 0,
EVENTS = 1,
TELEMETRY = 2,
}
const CHANNELS: int = 3
# ---------------------------------------------------------------------------
# State
@@ -61,6 +62,11 @@ enum Chan {
var is_server: bool = false : get = _is_server
var is_client: bool = false : get = _is_client
var peer: ENetMultiplayerPeer = null
var max_clients: int = 16
# netfox overlay (optional — only available when netfox plugin is active)
var _netfox_events = null
var _netfox_events_connected: bool = false
func _is_server() -> bool:
return is_server
@@ -68,12 +74,68 @@ func _is_server() -> bool:
func _is_client() -> bool:
return is_client
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
# Try to connect to netfox NetworkEvents singleton (non-critical)
# We use StringName for singleton access to avoid parser errors
# when netfox types aren't available (headless mode).
_try_connect_netfox()
func _try_connect_netfox() -> void:
# Use singleton name string to avoid referencing netfox types directly
if not Engine.has_singleton("NetworkEvents"):
_netfox_events_connected = false
print("[NetworkManager] netfox not available — using ENet directly")
return
var events = Engine.get_singleton("NetworkEvents")
if events == null or not events.has_signal("on_server_start"):
_netfox_events_connected = false
print("[NetworkManager] netfox singleton found but unexpected shape — using ENet directly")
return
_netfox_events = events
_netfox_events.on_server_start.connect(_on_netfox_server_start)
_netfox_events.on_server_stop.connect(_on_netfox_server_stop)
_netfox_events.on_client_start.connect(_on_netfox_client_start)
_netfox_events.on_client_stop.connect(_on_netfox_client_stop)
_netfox_events.on_peer_join.connect(_on_netfox_peer_join)
_netfox_events.on_peer_leave.connect(_on_netfox_peer_leave)
_netfox_events_connected = true
print("[NetworkManager] netfox NetworkEvents overlay active")
# netfox signal handlers
func _on_netfox_server_start() -> void:
print("[NetworkManager] Server started (netfox)")
is_server = true
func _on_netfox_server_stop() -> void:
print("[NetworkManager] Server stopped (netfox)")
is_server = false
func _on_netfox_client_start(id: int) -> void:
print("[NetworkManager] Client started (netfox, id=%d)" % id)
is_client = true
func _on_netfox_client_stop() -> void:
print("[NetworkManager] Client stopped (netfox)")
is_client = false
func _on_netfox_peer_join(id: int) -> void:
print("[NetworkManager] Peer joined (netfox, id=%d)" % id)
player_connected.emit(id)
func _on_netfox_peer_leave(id: int) -> void:
print("[NetworkManager] Peer left (netfox, id=%d)" % id)
player_disconnected.emit(id)
# ---------------------------------------------------------------------------
# Server API
# ---------------------------------------------------------------------------
## Start a dedicated server on [port].
## Uses max_clients (which should be set from ServerConfig before calling).
## Returns OK or ERR_* on failure.
func start_server(port: int = DEFAULT_PORT) -> Error:
if peer and peer.get_connection_status() != MultiplayerPeer.CONNECTION_DISCONNECTED:
stop()
@@ -84,30 +146,41 @@ func start_server(port: int = DEFAULT_PORT) -> Error:
peer = ENetMultiplayerPeer.new()
peer.set_bind_ip("*")
var err: Error = peer.create_server(port, max_clients, CHANNELS, 0, 0)
if err != OK:
peer = null
return err
multiplayer.multiplayer_peer = peer
multiplayer.multiplayer_peer.peer_connected.connect(_on_peer_connected)
multiplayer.multiplayer_peer.peer_disconnected.connect(_on_peer_disconnected)
# Only connect ENet signals when netfox is unavailable to avoid
# double-emission with NetworkEvents.on_peer_join/on_peer_leave
if not _netfox_events_connected:
multiplayer.multiplayer_peer.peer_connected.connect(_on_peer_connected)
multiplayer.multiplayer_peer.peer_disconnected.connect(_on_peer_disconnected)
print("[NetworkManager] Using ENet peer signals (netfox not available)")
else:
print("[NetworkManager] Using netfox NetworkEvents for lifecycle signals")
is_server = true
server_started.emit(port)
print("[NetworkManager] Server started on port %d" % port)
return OK
## Stop the server / disconnect.
func stop() -> void:
if not peer:
return
if is_server:
multiplayer.multiplayer_peer.peer_connected.disconnect(_on_peer_connected)
multiplayer.multiplayer_peer.peer_disconnected.disconnect(_on_peer_disconnected)
# Only disconnect ENet signals if they were connected
# (when netfox was unavailable, see start_server)
if not _netfox_events_connected:
if multiplayer.multiplayer_peer.peer_connected.is_connected(_on_peer_connected):
multiplayer.multiplayer_peer.peer_connected.disconnect(_on_peer_connected)
if multiplayer.multiplayer_peer.peer_disconnected.is_connected(_on_peer_disconnected):
multiplayer.multiplayer_peer.peer_disconnected.disconnect(_on_peer_disconnected)
peer.close()
multiplayer.multiplayer_peer = null
peer = null
@@ -119,7 +192,7 @@ func stop() -> void:
# ---------------------------------------------------------------------------
# Client API
# ---------------------------------------------------------------------------
## Connect to a remote server.
func join_server(host: String, port: int = DEFAULT_PORT) -> Error:
if peer and peer.get_connection_status() != MultiplayerPeer.CONNECTION_DISCONNECTED:
stop()
@@ -140,20 +213,18 @@ func join_server(host: String, port: int = DEFAULT_PORT) -> Error:
# ---------------------------------------------------------------------------
# Player Replication RPCs (broadcast server → all clients)
# ---------------------------------------------------------------------------
## Server calls this when a new player joins.
## Broadcasts to all clients so they can create a visual player node.
@rpc("authority", "call_local", "reliable")
func broadcast_spawn_player(peer_id: int, pos: Vector3, is_team_a: bool) -> void:
if not multiplayer.is_server():
print("[NetworkManager] Client received spawn: peer=%d at (%.1f, %.1f)" % [peer_id, pos.x, pos.z])
remote_player_spawned.emit(peer_id, pos)
## Server calls this when a player leaves.
@rpc("authority", "call_local", "reliable")
func broadcast_despawn_player(peer_id: int) -> void:
if not multiplayer.is_server():
print("[NetworkManager] Client received despawn: peer=%d" % peer_id)
remote_player_despawned.emit(peer_id)
remote_player_despawned.emit(peer_id)
# ---------------------------------------------------------------------------
# Client Prediction RPCs (Phase 1 — client-side prediction)
@@ -184,6 +255,7 @@ func send_server_state(entity_id: int, snapshot_dict: Dictionary) -> void:
# ---------------------------------------------------------------------------
# Event handlers
# ---------------------------------------------------------------------------
func _on_peer_connected(id: int) -> void:
print("[NetworkManager] Peer connected: %d" % id)
player_connected.emit(id)
@@ -193,8 +265,6 @@ func _on_peer_disconnected(id: int) -> void:
player_disconnected.emit(id)
func _process(_delta: float) -> void:
# Godot does internal ENet polling via MultiplayerAPI;
# explicit polling is reserved for future custom packet handling.
pass
func _exit_tree() -> void:
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## PlayerNetInput — netfox-compatible input gathering for tactical-shooter.
##
## Extends Node directly (avoids headless class_name issues with BaseNetInput)
## but follows the same pattern: connects to NetworkTime.before_tick_loop to
## call _gather() on each tick.
##
## RollbackSynchronizer references the exported properties as input_properties.
##
## Usage:
## Place as a child of the Player (Node3D). The parent node's
## RollbackSynchronizer will pick up the input_properties paths.
##
## Set hitscan_manager_ref to the RollbackHitscanManager child so that
## _gather() can call record_fire() for RewindableAction-based fire tracking.
extends Node
# ---------------------------------------------------------------------------
# Input state — read by RollbackSynchronizer as input_properties
# ---------------------------------------------------------------------------
## Movement direction in local space (normalized, or zero).
@export var move_direction: Vector3 = Vector3.ZERO
## Mouse look: yaw (horizontal, radians).
@export var look_yaw: float = 0.0
## Mouse look: pitch (vertical, radians).
@export var look_pitch: float = 0.0
## Jump pressed this tick.
@export var jump: bool = false
## Sprint toggle active.
@export var sprint: bool = false
## Crouch toggle active.
@export var crouch: bool = false
## Shoot pressed this tick.
@export var shoot: bool = false
## Aim-down-sights pressed.
@export var aim: bool = false
# ---------------------------------------------------------------------------
# RollbackHitscanManager reference (set by player.gd)
# ---------------------------------------------------------------------------
## Reference to the RollbackHitscanManager for RewindableAction fire tracking.
var hitscan_mgr_ref: Node = null
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
# Same pattern as netfox's BaseNetInput:
# connect to NetworkTime.before_tick_loop to gather input each tick
# Use Engine.get_singleton instead of direct NetworkTime reference to
# avoid headless parse errors (NetworkTime is an editor-plugin type).
var nt = Engine.get_singleton(&"NetworkTime") if Engine.has_singleton(&"NetworkTime") else null
if nt:
nt.before_tick_loop.connect(_on_before_tick_loop)
else:
push_warning("[PlayerNetInput] netfox NetworkTime not available — " +
"input gathering disabled")
func _on_before_tick_loop() -> void:
if is_multiplayer_authority():
_gather()
# ---------------------------------------------------------------------------
# Input gathering (called before each tick on the authority peer)
# ---------------------------------------------------------------------------
func _gather() -> void:
# Movement direction
var dir := Vector3.ZERO
if Input.is_action_pressed(&"move_forward") or Input.is_action_pressed(&"move_up"):
dir.z -= 1.0
if Input.is_action_pressed(&"move_backward") or Input.is_action_pressed(&"move_down"):
dir.z += 1.0
if Input.is_action_pressed(&"move_left"):
dir.x -= 1.0
if Input.is_action_pressed(&"move_right"):
dir.x += 1.0
if dir.length_squared() > 0.0:
dir = dir.normalized()
move_direction = dir
# Read look direction from parent's FPSCharacterController if available
var parent := get_parent()
if parent and parent.has_method(&"get_current_yaw"):
look_yaw = parent.get_current_yaw()
if parent and parent.has_method(&"get_current_pitch"):
look_pitch = parent.get_current_pitch()
# Action inputs
jump = Input.is_action_just_pressed(&"jump")
sprint = Input.is_action_pressed(&"sprint")
crouch = Input.is_action_pressed(&"crouch")
shoot = Input.is_action_pressed(&"shoot")
aim = Input.is_action_pressed(&"aim")
# -----------------------------------------------------------------------
# Fire recording for RewindableAction rollback sync
# -----------------------------------------------------------------------
# When the client fires, record the shot in the RollbackHitscanManager's
# RewindableAction. This propagates to the server via netfox sync so
# the server can process the lag-compensated raycast at the correct tick.
#
# We compute the eye position and look direction at gather time for
# the RewindableAction context. The server also reconstructs these from
# the synced state (position + yaw/pitch) for authoritative hit detection.
if shoot and hitscan_mgr_ref != null and hitscan_mgr_ref.has_method(&"record_fire"):
var current_tick: int =_get_current_tick()
var eye_pos: Vector3 = parent.global_position + Vector3(0, 1.7, 0) if parent else Vector3.ZERO
var look_dir: Vector3 = _yaw_pitch_to_dir(look_yaw, look_pitch)
hitscan_mgr_ref.record_fire(current_tick, eye_pos, look_dir)
## Get the current network tick, or 0 if NetworkTime is not available.
func _get_current_tick() -> int:
var nt = Engine.get_singleton(&"NetworkTime") if Engine.has_singleton(&"NetworkTime") else null
if nt != null and nt.has_method(&"get_tick"):
return nt.get_tick()
if nt != null:
return nt.tick if nt.get("tick") != null else 0
return 0
## Convert yaw/pitch to a forward direction vector.
static func _yaw_pitch_to_dir(yaw: float, pitch: float) -> Vector3:
var cp := cos(pitch)
return Vector3(cp * sin(yaw), sin(pitch), cp * cos(yaw))
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uid://syopmnypsnfo