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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# NetworkSimulator
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During testing, it is crucial to test your game under realistic network
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conditions, including latency and potentially packet loss.
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Network conditions can be simulated using [clumsy], [netem], or with *netfox*'s
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*NetworkSimulator*. It auto-connects instances when launched from the editor,
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and simulates various network configurations.
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## How to Use
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Enable and configure *Autoconnect* in the project settings.
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When your game launches one instance will start an [ENetMultiplayerPeer] server
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and the rest will connect to it.
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Either a `NetworkSimulator.server_created` or
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`NetworkSimulator.client_connected` signal will be fired which you can use to
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bootstrap your game code to.
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!!!note
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*NetworkSimulator* will only work when the game is ran from the editor.
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Otherwise it will disable itself, regardless of project settings. This is a
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failsafe to avoid affecting production builds of your games.
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## Configuration
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Hostname
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: The hosting address. Usually `127.0.0.1` but can be changed to `*`, if you
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want other machines to be able to join.
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Server Port
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: Which port to listen on. A second server port with latency / loss will open
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one number higher if they are set to more than zero.
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Use Compression
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: Will make use of ENET's range encoder to keep packet sizes down.
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Simulated Latency ( ms )
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: Traffic delay, in milliseconds.
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Simlated Packet Loss Chance
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: What percentage of packets will to drop, simulating bad network conditions.
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## Running in CI and other environments
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In certain cases, you might not need the autoconnect feature to run, even if
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it's enabled in the project settings.
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One example could be running checks on your project in CI, or wanting to run a
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single script.
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In these cases, Godot will still identify itself as running in editor, so the
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autoconnect feature will start hosting, keeping the process alive. This leads
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to timeout errors, or the process running indefinitely.
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To avoid such cases, set any of the following environment variables to any
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non-empty string:
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- `CI`
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- `NETFOX_CI`
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- `NETFOX_NO_AUTOCONNECT`
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If *NetworkSimulator* detects any of the above environment variables, it will
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deactivate, regardless of project settings.
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!!!tip
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Github Actions automatically sets the `CI` environment variable.
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*NetworkSimulator* will automatically disable itself when running in a
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Github Actions workflow.
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See the [Github blog entry] for more details.
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[clumsy]: https://jagt.github.io/clumsy/
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[netem]: https://man7.org/linux/man-pages/man8/tc-netem.8.html
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[ENetMultiplayerPeer]: https://docs.godotengine.org/en/4.1/classes/class_enetmultiplayerpeer.html
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[Github blog entry]: https://github.blog/changelog/2020-04-15-github-actions-sets-the-ci-environment-variable-to-true/
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