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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# Visibility Management
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By default, *netfox* synchronizes all properties to all peers, broadcasting
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data. This may not always be the best approach. An example is competitive
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games. These games often features mechanics like fog of war, invisibility, or
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line of sight checks. If any of these obscures a player, other players should
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not receive information about them, to avoid the possibility of wallhacks and
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other similar cheats.
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This is supported by the use of *visibility filters*. They provide three
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mechanisms to determine who should receive data and who shouldn't.
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## Accessing the visibility filter
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Both [RollbackSynchronizer] and [StateSynchronizer] supports visibility
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filtering. They expose a `visibility_filter` property that can be used to
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configure filtering.
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!!!warning
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When using visibility filtering with [RollbackSynchronizer] nodes, make
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sure to disable input broadcast. Otherwise, peers might receive input data
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from the player, but no state data from the server, leading to nodes being
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simulated without up-to-date state data.
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## Default visibility
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If there's no settings configured, the visibility filter falls back to the
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`default_visibility`. By default it is `true`, meaning it will broadcast data
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to all peers.
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## Per-peer override
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Visibility can also be set individually for each peer. This overrides the
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default visibility for the given peer.
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An override may be `true`, `false`, or not set. An override to `true` means
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that the peer will be visible regardless of the default visibility. An override
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to `false` means that the peer will not be visible regardless of the default
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visibility. An unset override means it will fall back to the
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`default_visibility`.
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## Filter callbacks
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Callbacks can also be registered, to filter peers dynamically. These filters
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run before the per-peer overrides. If any of the filters reject the peer, it
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will not receive data.
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These callbacks receive the peer ID, and return a boolean:
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```gd
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filter.add_visibility_filter(func(peer: int):
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# Forbidden trick to halve your bandwidth :P
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return (peer % 2) == 0
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)
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```
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## Update modes
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Visibility filters keep an internal list of visible peers. To save on compute,
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this list is only updated on certain configurable events. This is exposed as
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its `update_mode` property, which can take on the following values:
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Never
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: Only update visibility when manually triggered using `update_visibility()`
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On peer
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: Only update when a peer joins or leaves
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Per tick loop
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: Update visibility before each tick loop
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Per tick
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: Update visibility before each network tick
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Per rollback tick
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: Update visibility *after* each rollback tick
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[RollbackSynchronizer]: ../nodes/rollback-synchronizer.md
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[StateSynchronizer]: ../nodes/state-synchronizer.md
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