Fresh start: replace with naxIO/netfox-cs-sample foundation
Complete replacement of the tactical-shooter project with the netfox-cs-sample (MIT) — a CS 1.6 inspired multiplayer FPS built with Godot 4 and netfox. ## What's new - Full CS-style gameplay: teams (T/CT), rounds, economy, buy menu - 6 weapons: Knife, Glock, USP, AK-47, M4A1, AWP - Bomb plant/defuse with 2 bombsites - Flashbang & smoke grenades - Proper netfox rollback netcode at 64 tick - Network popup UI for host/join - HUD, crosshair, round timer, scoreboard - All netfox singletons registered as autoloads (works in exported builds) ## Architecture - Listen-server (host from client, no dedicated server binary) - Multiplayer-fps game lives at examples/multiplayer-fps/ - Netfox addons registered as autoloads for exported build compat - Godot 4.7 with Forward+ renderer ## Removed - Old headless-server architecture (client_main, server_main, player.gd, etc.) - Custom netfox bootstrap with ENet fallback - Old ChaffGames FPS template (2,420 lines, 844 KB) - SimulationServer GDExtension stub - Godot-jolt physics (netfox sample uses default Godot physics) - Duplicate weapon_data.gd, anti_cheat.gd, round_manager.gd, etc. - Server browser API Python venv (87 MB) - test_range map and modular assets ## Preserved - Git history - Server config at config/default_server_config.cfg - Windows export preset - Build directory (gitignored) Co-authored-by: naxIO <naxIO@users.noreply.github.com>
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@@ -40,7 +40,7 @@ signal on_tickrate_mismatch(peer: int, tickrate: int)
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## [br][br]
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## Called by [_NetworkTime], no need to call manually.
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func run() -> void:
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if multiplayer.is_server():
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if _is_authority():
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# Broadcast tickrate
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_submit_tickrate.rpc(NetworkTime.tickrate)
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@@ -61,7 +61,7 @@ func _ready() -> void:
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name = "NetworkTickrateHandshake"
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func _handle_new_peer(peer: int) -> void:
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if multiplayer.is_server():
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if _is_authority():
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_submit_tickrate.rpc_id(peer, NetworkTime.tickrate)
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func _handle_tickrate_mismatch(peer: int, tickrate: int) -> void:
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@@ -74,21 +74,25 @@ func _handle_tickrate_mismatch(peer: int, tickrate: int) -> void:
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NetworkTime.tickrate, peer, tickrate
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])
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DISCONNECT:
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if multiplayer.is_server():
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if _is_authority():
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_logger.warning("Peer #%d's tickrate of %dtps differs from expected %dtps! Disconnecting.", [
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peer, tickrate, NetworkTime.tickrate
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])
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multiplayer.multiplayer_peer.disconnect_peer(peer)
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ADJUST:
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if not multiplayer.is_server():
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if not _is_authority():
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_logger.info("Local tickrate %dtps differs from tickrate of host at %dtps! Adjusting.", [
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NetworkTime.tickrate, tickrate
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])
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# TODO: Make tickrate mutable at user's digression
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ProjectSettings.set_setting(&"netfox/time/tickrate", tickrate)
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NetworkTime._tickrate = tickrate
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SIGNAL:
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on_tickrate_mismatch.emit(peer, tickrate)
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func _is_authority() -> bool:
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# HACK: This method is here to ease testing; pretending to be a client is messy from a unit test
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return multiplayer.is_server()
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@rpc("any_peer", "reliable", "call_remote")
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func _submit_tickrate(tickrate: int) -> void:
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var sender := multiplayer.get_remote_sender_id()
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