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.
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## NetfoxBootstrap — minimal. All class_names should be registered by
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## Godot's global script scanning. We don't reference any netfox
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## class_name directly in our code.
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extends Node
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func _ready() -> void:
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# netfox singletons are registered by the editor plugin only.
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# In headless/export builds, Engine.has_singleton checks handle this.
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pass
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