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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# Input gathering example
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An example game demonstrating advanced input gathering techniques, including
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continuous and one-off inputs.
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[gd_scene load_steps=7 format=3 uid="uid://b5qybas0mp0nd"]
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[ext_resource type="Script" path="res://examples/input-gathering/scripts/player.gd" id="1_rea48"]
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[ext_resource type="Script" path="res://addons/netfox/rollback/rollback-synchronizer.gd" id="2_axq31"]
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[ext_resource type="Script" path="res://addons/netfox/tick-interpolator.gd" id="3_hhcvm"]
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[ext_resource type="Script" path="res://examples/input-gathering/scripts/player-input.gd" id="4_kgt2r"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_t2650"]
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[sub_resource type="CapsuleMesh" id="CapsuleMesh_vogks"]
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[node name="Player" type="CharacterBody3D"]
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script = ExtResource("1_rea48")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("CapsuleShape3D_t2650")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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mesh = SubResource("CapsuleMesh_vogks")
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[node name="RollbackSynchronizer" type="Node" parent="." node_paths=PackedStringArray("root")]
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script = ExtResource("2_axq31")
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root = NodePath("..")
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state_properties = Array[String]([":position", ":velocity"])
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input_properties = Array[String](["Input:movement", "Input:is_jumping"])
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[node name="TickInterpolator" type="Node" parent="." node_paths=PackedStringArray("root")]
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script = ExtResource("3_hhcvm")
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root = NodePath("..")
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properties = Array[String]([":position"])
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[node name="Input" type="Node" parent="."]
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script = ExtResource("4_kgt2r")
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[gd_scene load_steps=8 format=3 uid="uid://dnmh4ma4lv6uw"]
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[ext_resource type="Script" path="res://examples/input-gathering/scripts/player-spawner.gd" id="1_cgsom"]
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[ext_resource type="PackedScene" uid="uid://b5qybas0mp0nd" path="res://examples/input-gathering/characters/player.tscn" id="2_5t3uo"]
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[ext_resource type="PackedScene" uid="uid://badtpsxn5lago" path="res://examples/shared/ui/network-popup.tscn" id="3_yeduu"]
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[ext_resource type="Script" path="res://examples/shared/scripts/simple-time-display.gd" id="4_6lk7v"]
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[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_rrbfu"]
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[sub_resource type="Sky" id="Sky_g0uhm"]
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sky_material = SubResource("ProceduralSkyMaterial_rrbfu")
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[sub_resource type="Environment" id="Environment_ef1wp"]
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background_mode = 2
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sky = SubResource("Sky_g0uhm")
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[node name="Game Scene" type="Node3D"]
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[node name="Map" type="Node" parent="."]
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[node name="CSGCombiner3D" type="CSGCombiner3D" parent="Map"]
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use_collision = true
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[node name="CSGFloor" type="CSGBox3D" parent="Map/CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.25, 0)
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size = Vector3(16, 0.5, 16)
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[node name="CSGWall" type="CSGBox3D" parent="Map/CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 8)
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size = Vector3(16, 2, 1)
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[node name="CSGWall2" type="CSGBox3D" parent="Map/CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, -8)
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size = Vector3(16, 2, 1)
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[node name="CSGWall3" type="CSGBox3D" parent="Map/CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 8, 1, 0)
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size = Vector3(1, 2, 16)
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[node name="CSGWall4" type="CSGBox3D" parent="Map/CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8, 1, 0)
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size = Vector3(1, 2, 16)
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[node name="CSGCorner" type="CSGCylinder3D" parent="Map/CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 8, 1, 8)
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[node name="CSGCorner2" type="CSGCylinder3D" parent="Map/CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 8, 1, -8)
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[node name="CSGCorner3" type="CSGCylinder3D" parent="Map/CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8, 1, -8)
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[node name="CSGCorner4" type="CSGCylinder3D" parent="Map/CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8, 1, 8)
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[node name="Environment" type="Node" parent="."]
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Environment"]
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transform = Transform3D(0.5, 0.612372, -0.612372, 0, 0.707107, 0.707107, 0.866025, -0.353553, 0.353553, -6.7361, 8.77817, 3.88909)
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shadow_enabled = true
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[node name="Camera3D" type="Camera3D" parent="Environment"]
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transform = Transform3D(1, 0, 0, 0, 0.5, 0.866025, 0, -0.866025, 0.5, 0, 14.3564, 8.86602)
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current = true
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[node name="WorldEnvironment" type="WorldEnvironment" parent="Environment"]
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environment = SubResource("Environment_ef1wp")
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[node name="Network" type="Node" parent="."]
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[node name="Player Spawner" type="Node" parent="Network" node_paths=PackedStringArray("spawn_root")]
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script = ExtResource("1_cgsom")
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player_scene = ExtResource("2_5t3uo")
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spawn_root = NodePath("../../Players")
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[node name="Players" type="Node" parent="."]
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[node name="UI" type="Control" parent="."]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="Network Popup" parent="UI" instance=ExtResource("3_yeduu")]
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layout_mode = 1
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[node name="Time Display" type="Label" parent="UI"]
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layout_mode = 0
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offset_right = 40.0
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offset_bottom = 23.0
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script = ExtResource("4_6lk7v")
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extends Object
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class_name ExampleInputGathering
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const Player := preload("res://examples/input-gathering/scripts/player.gd")
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const PlayerInput := preload("res://examples/input-gathering/scripts/player-input.gd")
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uid://clxsr5e8urv2w
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extends BaseNetInput
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var movement: Vector3 = Vector3.ZERO
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var is_jumping: bool = false
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var _movement_buffer: Vector3 = Vector3.ZERO
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var _movement_samples: int = 0
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var _is_jumping_buffer: bool = false
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func _ready():
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super()
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NetworkTime.after_tick.connect(func(_dt, _t): _gather_always())
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func _process(_dt: float) -> void:
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_movement_buffer += Vector3(
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Input.get_axis("move_west", "move_east"),
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Input.get_action_strength("move_jump"),
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Input.get_axis("move_north", "move_south")
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)
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_movement_samples += 1
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if Input.is_action_just_pressed("move_jump"):
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_is_jumping_buffer = true
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func _gather() -> void:
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# Average movement samples
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if _movement_samples > 0:
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movement = _movement_buffer / _movement_samples
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else:
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movement = Vector3.ZERO
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# Reset buffer
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_movement_buffer = Vector3.ZERO
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_movement_samples = 0
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func _gather_always():
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# Jumping
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is_jumping = _is_jumping_buffer
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_is_jumping_buffer = false
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uid://bdc2cjgbgh4iw
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extends Node
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@export var player_scene: PackedScene
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@export var spawn_root: Node
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var avatars: Dictionary = {}
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func _ready():
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NetworkEvents.on_client_start.connect(_handle_connected)
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NetworkEvents.on_server_start.connect(_handle_host)
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NetworkEvents.on_peer_join.connect(_handle_new_peer)
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NetworkEvents.on_peer_leave.connect(_handle_leave)
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NetworkEvents.on_client_stop.connect(_handle_stop)
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NetworkEvents.on_server_stop.connect(_handle_stop)
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func _handle_connected(id: int):
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# Spawn an avatar for us
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_spawn(id)
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func _handle_host():
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# Spawn own avatar on host machine
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_spawn(1)
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func _handle_new_peer(id: int):
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# Spawn an avatar for new player
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_spawn(id)
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func _handle_leave(id: int):
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if not avatars.has(id):
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return
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var avatar = avatars[id] as Node
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avatar.queue_free()
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avatars.erase(id)
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func _handle_stop():
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# Remove all avatars on game end
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for avatar in avatars.values():
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avatar.queue_free()
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avatars.clear()
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func _spawn(id: int):
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var avatar = player_scene.instantiate() as Node
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avatars[id] = avatar
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avatar.name += " #%d" % id
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spawn_root.add_child(avatar)
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# Avatar is always owned by server
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avatar.set_multiplayer_authority(1)
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print("Spawned avatar %s at %s" % [avatar.name, multiplayer.get_unique_id()])
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# Avatar's input object is owned by player
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var input = avatar.find_child("Input")
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if input != null:
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input.set_multiplayer_authority(id)
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print("Set input(%s) ownership to %s" % [input.name, id])
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uid://bvtisxluxnf7h
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extends CharacterBody3D
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@export var speed = 5.0
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@export var jump_velocity: float = 4.5
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@export var input: ExampleInputGathering.PlayerInput
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting(&"physics/3d/default_gravity")
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func _ready():
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position = Vector3(0, 4, 0)
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if input == null:
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input = $Input
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func _rollback_tick(delta, _tick, _is_fresh):
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_force_update_is_on_floor()
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# Add gravity
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if not is_on_floor():
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velocity.y -= gravity * delta
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# Movement
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var input_dir = input.movement
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.z)).normalized()
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if direction:
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velocity.x = direction.x * speed
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velocity.z = direction.z * speed
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else:
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velocity.x = move_toward(velocity.x, 0, speed)
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velocity.z = move_toward(velocity.z, 0, speed)
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# Jump
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if input.is_jumping and is_on_floor():
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velocity.y = jump_velocity
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# move_and_slide assumes physics delta
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# multiplying velocity by NetworkTime.physics_factor compensates for it
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velocity *= NetworkTime.physics_factor
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move_and_slide()
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velocity /= NetworkTime.physics_factor
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func _force_update_is_on_floor():
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var old_velocity = velocity
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velocity *= 0
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move_and_slide()
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velocity = old_velocity
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@@ -0,0 +1 @@
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uid://clnh0o1qcycge
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