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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# Noray
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Singleton providing [noray] integration.
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*noray* is a backend application that orchestrates connection between players.
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To do this, players send a connection request to *noray*, and in turn *noray*
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sends the players' external addresses to eachother. It is then up to the
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players to conduct a handshake process.
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If the handshake fails, players can request a *relay* from *noray*. In these
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cases, *noray* will receive data from one player and forward it to the other,
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acting as a middle man.
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## Identifiers
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*noray* identifies players with two different IDs: OpenID and PrivateID.
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*OpenID* is public, and can be shared with other players. This ID is used to
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identify hosts when connecting to games.
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*PrivateID* is only sent to the player it identifies and should **never** be
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shared. Acts similar to a password, and is used to authorize commands.
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## Relays and NAT Punchthrough
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*noray* provides two methods of connecting players.
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*NAT Punchthrough* relies on the NAT table. Players must continuously send data
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to eachother until either two-way communication is established, or a timeout is
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reached. For certain router setups, NAT punchthrough does not work.
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See: [NAT Punch-through for Multiplayer Games]
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For *relays*, *noray* allocates a specific port to a given player. When *noray*
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receives data on this port, it will forward it as-is to the player. As long as
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*noray* is accessible over the internet, relays should work reliably no matter
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the router setup.
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## Registering with noray
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To start using *noray*, connect to a *noray* server, request IDs by
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registering, and then register the remote address:
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```gdscript
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var host = "some.noray.host"
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var port = 8890
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var err = OK
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# Connect to noray
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err = await Noray.connect_to_host(host, port)
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if err != OK:
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return err # Failed to connect
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# Register host
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Noray.register_host()
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await Noray.on_pid
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# Register remote address
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# This is where noray will direct traffic
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err = await Noray.register_remote()
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if err != OK:
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return err # Failed to register
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```
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By calling `Noray.register_host()`, a request is sent to *noray*. Once a
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response is received, both the `on_pid` and `on_oid` signals are fired, for
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receiving the PrivateID and OpenID respectively.
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The remote address must be registered so that *noray* knows where to direct
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other players wanting to connect. This process also sets `Noray.local_port`,
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which is where traffic can be received through *noray*.
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## Starting a host
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To host a game, start listening on *noray*'s local port:
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```gdscript
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var peer = ENetMultiplayerPeer.new()
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var err = peer.create_server(Noray.local_port)
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if err != OK:
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return false # Failed to listen on port
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```
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The rest is handled by *noray*.
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## Starting a client
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To connect to a game, send a request to *noray* with the host's OpenID.
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```gdscript
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var oid = "abcd1234"
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# Connect using NAT punchthrough
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Noray.connect_nat(oid)
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# Or connect using relay
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Noray.connect_relay(oid)
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```
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Once the request is sent, *noray* will send a message to both the client and
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the host players to connect to each other. The actual connection is done by
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handling signals.
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!!!note
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*noray* provides no functionality to share OpenIDs. For development, you
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can display the OpenID in a textbox, letting players copy it and share over
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their preferred messaging app.
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## Handling signals
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When a connect message is received, the appropriate signal is fired.
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*on_connect_nat* is fired to connect with NAT punchthrough.
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*on_connect_relay* is fired to connect to a relay.
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In both cases, a public address is passed to the signal handler, in the form of
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an address string and a port. Handlers must conduct a handshake ( e.g. with
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[PacketHandshake] ) and connect if successful.
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Client example:
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```gdscript
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func _ready():
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Noray.on_connect_nat.connect(_handle_connect)
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Noray.on_connect_relay.connect(_handle_connect)
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func _handle_connect(address: String, port: int) -> Error:
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# Do a handshake
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var udp = PacketPeerUDP.new()
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udp.bind(Noray.local_port)
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udp.set_dest_address(address, port)
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var err = await PacketHandshake.over_packet_peer(udp)
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udp.close()
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if err != OK:
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return err
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# Connect to host
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var peer = ENetMultiplayerPeer.new()
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err = peer.create_client(address, port, 0, 0, 0, Noray.local_port)
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if err != OK:
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return err
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return OK
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```
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!!!note
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Make sure to **always** specifiy the local port for the client - this is
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the only port noray recognizes, and failing to specify it will result in
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broken connectivity.
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Host example:
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```gdscript
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func _ready():
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Noray.on_connect_nat.connect(_handle_connect)
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Noray.on_connect_relay.connect(_handle_connect)
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func _handle_connect(address: String, port: int) -> Error:
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var peer = get_tree().get_multiplayer().multiplayer_peer as ENetMultiplayerPeer
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var err = await PacketHandshake.over_enet(peer.host, address, port)
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if err != OK:
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return err
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return OK
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```
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!!!note
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The host handshake is a bit different, as it can't receive manual packets,
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only send them. So it assumes that the target is always responsive, and
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just blasts them with a bunch of packets. If the target is indeed
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responsive, it can connect. If not, nothing happens, as expected.
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[noray]: https://github.com/foxssake/noray
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[NAT Punch-through for Multiplayer Games]: https://keithjohnston.wordpress.com/2014/02/17/nat-punch-through-for-multiplayer-games/
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[PacketHandshake]: ./packet-handshake.md
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# PacketHandshake
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Singleton implementing handshake over UDP.
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The point of the handshake itself is to confirm two-way connection between
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two parties - i.e. both parties can receive message from the other and
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receive acknowledgement from the other that their messages have arrived.
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This is an important step before establishing connection for actual game
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play, as this lets both the client's and server's routers ( if any ) know
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that traffic is expected and should be let through.
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## NAT punchthrough
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Most players are behind a router. Routers are directly connected to the
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internet, and protect machines behind them from unwanted traffic.
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When routers receive packets from an unknown source, those packets are rejected
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and don't reach the player's device. When data was sent to that address first,
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routers see traffic as a reply and allow incoming data.
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To take an example, if a random PC starts sending traffic your way, the router
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will reject it. If you send data to the host behind godotengine.org, your
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router will allow incoming traffic from it. Otherwise, you wouldn't be able to
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open the website in your browser, as the incoming HTTP response would be
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rejected.
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This can be used to our advantage. If both players start sending traffic
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towards eachother, eventually the routers will assume it's a response to some
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request and allow the traffic.
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> This is a very simplified description of how routers work. NAT punchthrough
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> does not always work. For further reading, see [Network address translation].
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## Handshake process
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To confirm two-way connectivity, a string is sent back and forth, encoding the
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player's knowledge about the connection:
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The *Read flag* is set once we have received data from the other player.
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The *Write flag* is set once we send data to the other player. Since data is
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always sent, this flag is always set.
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The *Duplex flag* is set when we have received data from the other player
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knowing that they have also received data from us. This means that data flows
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both ways.
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The handshake process is successful when both players have the *Duplex flag*
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set *and* both players know that the other player has the *Duplex flag* set.
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Each flag is encoded as its specific character or a hyphen. The encoded string
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is prepended with a dollar sign. For example:
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* *$rw-* means that we have sent and received data from the other player
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* *$rwx* means that the *read*, *write*, and *duplex* flags are all set
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Here's the handshake process illustrated:
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```puml
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@startuml
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actor "Player A" as A
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entity "Router A" as RA
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boundary Internet as Net
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entity "Router B" as RB
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actor "Player B" as B
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A ->x RB : $-w-
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note over RB: Packet denied
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B ->x RA : $-w-
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note over RA: Packet denied
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note over RA, RB: NAT table updated on both routers
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A -> B: $-w-
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note over RB: Packed allowed
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B -> A: $-w-
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note over RB: Packed allowed
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A -> B: $rwx
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B -> A: $rwx
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note over Net #lightgreen: Connection established
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@enduml
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```
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## Handshake over PacketPeer
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To run the handshake over raw UDP, call `PacketHandshake.over_packet_peer()`. The
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specified PacketPeer will be used to send data until two-way connectivity is
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confirmed or the timeout is reached. Between every packet sent, it takes a
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short pause.
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!!!note
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The PacketPeer must already be configured with a target address.
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## Handshake over ENet
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If the game is already running, the handshake must be done over the already
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active connection. For this case, use `PacketHandshake.over_enet_peer()`. If
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the [ENetMultiplayerPeer] is not accessible from where you want to do the
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handshake, use `PacketHandshake.over_enet()`.
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This connection can't be used to receive custom packets, only to send them. So
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the target address will be spammed with traffic confirming two-way connectivity
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until timeout. Handshake will always be considered successful.
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If the connectivity exists, players will simply connect. Otherwise,
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connectivity will fail as expected, regardless of the handshake results.
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[Network address translation]: https://en.wikipedia.org/wiki/Network_address_translation
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[ENetMultiplayerPeer]: https://docs.godotengine.org/en/4.1/classes/class_enetmultiplayerpeer.html
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