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
Singleton providing [noray] integration.
*noray* is a backend application that orchestrates connection between players.
To do this, players send a connection request to *noray*, and in turn *noray*
sends the players' external addresses to eachother. It is then up to the
players to conduct a handshake process.
If the handshake fails, players can request a *relay* from *noray*. In these
cases, *noray* will receive data from one player and forward it to the other,
acting as a middle man.
## Identifiers
*noray* identifies players with two different IDs: OpenID and PrivateID.
*OpenID* is public, and can be shared with other players. This ID is used to
identify hosts when connecting to games.
*PrivateID* is only sent to the player it identifies and should **never** be
shared. Acts similar to a password, and is used to authorize commands.
## Relays and NAT Punchthrough
*noray* provides two methods of connecting players.
*NAT Punchthrough* relies on the NAT table. Players must continuously send data
to eachother until either two-way communication is established, or a timeout is
reached. For certain router setups, NAT punchthrough does not work.
See: [NAT Punch-through for Multiplayer Games]
For *relays*, *noray* allocates a specific port to a given player. When *noray*
receives data on this port, it will forward it as-is to the player. As long as
*noray* is accessible over the internet, relays should work reliably no matter
the router setup.
## Registering with noray
To start using *noray*, connect to a *noray* server, request IDs by
registering, and then register the remote address:
```gdscript
var host = "some.noray.host"
var port = 8890
var err = OK
# Connect to noray
err = await Noray.connect_to_host(host, port)
if err != OK:
return err # Failed to connect
# Register host
Noray.register_host()
await Noray.on_pid
# Register remote address
# This is where noray will direct traffic
err = await Noray.register_remote()
if err != OK:
return err # Failed to register
```
By calling `Noray.register_host()`, a request is sent to *noray*. Once a
response is received, both the `on_pid` and `on_oid` signals are fired, for
receiving the PrivateID and OpenID respectively.
The remote address must be registered so that *noray* knows where to direct
other players wanting to connect. This process also sets `Noray.local_port`,
which is where traffic can be received through *noray*.
## Starting a host
To host a game, start listening on *noray*'s local port:
```gdscript
var peer = ENetMultiplayerPeer.new()
var err = peer.create_server(Noray.local_port)
if err != OK:
return false # Failed to listen on port
```
The rest is handled by *noray*.
## Starting a client
To connect to a game, send a request to *noray* with the host's OpenID.
```gdscript
var oid = "abcd1234"
# Connect using NAT punchthrough
Noray.connect_nat(oid)
# Or connect using relay
Noray.connect_relay(oid)
```
Once the request is sent, *noray* will send a message to both the client and
the host players to connect to each other. The actual connection is done by
handling signals.
!!!note
*noray* provides no functionality to share OpenIDs. For development, you
can display the OpenID in a textbox, letting players copy it and share over
their preferred messaging app.
## Handling signals
When a connect message is received, the appropriate signal is fired.
*on_connect_nat* is fired to connect with NAT punchthrough.
*on_connect_relay* is fired to connect to a relay.
In both cases, a public address is passed to the signal handler, in the form of
an address string and a port. Handlers must conduct a handshake ( e.g. with
[PacketHandshake] ) and connect if successful.
Client example:
```gdscript
func _ready():
Noray.on_connect_nat.connect(_handle_connect)
Noray.on_connect_relay.connect(_handle_connect)
func _handle_connect(address: String, port: int) -> Error:
# Do a handshake
var udp = PacketPeerUDP.new()
udp.bind(Noray.local_port)
udp.set_dest_address(address, port)
var err = await PacketHandshake.over_packet_peer(udp)
udp.close()
if err != OK:
return err
# Connect to host
var peer = ENetMultiplayerPeer.new()
err = peer.create_client(address, port, 0, 0, 0, Noray.local_port)
if err != OK:
return err
return OK
```
!!!note
Make sure to **always** specifiy the local port for the client - this is
the only port noray recognizes, and failing to specify it will result in
broken connectivity.
Host example:
```gdscript
func _ready():
Noray.on_connect_nat.connect(_handle_connect)
Noray.on_connect_relay.connect(_handle_connect)
func _handle_connect(address: String, port: int) -> Error:
var peer = get_tree().get_multiplayer().multiplayer_peer as ENetMultiplayerPeer
var err = await PacketHandshake.over_enet(peer.host, address, port)
if err != OK:
return err
return OK
```
!!!note
The host handshake is a bit different, as it can't receive manual packets,
only send them. So it assumes that the target is always responsive, and
just blasts them with a bunch of packets. If the target is indeed
responsive, it can connect. If not, nothing happens, as expected.
[noray]: https://github.com/foxssake/noray
[NAT Punch-through for Multiplayer Games]: https://keithjohnston.wordpress.com/2014/02/17/nat-punch-through-for-multiplayer-games/
[PacketHandshake]: ./packet-handshake.md