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>
This commit is contained in:
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# Input prediction example
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A simple demo game, using netfox's `RollbackSynchronizer` to demonstrate input
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prediction.
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Players control marbles, that behave somewhat similar to cars - they can change
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direction, but gradually, and never on the spot. They can also speed up or slow
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down, but only gradually.
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This lends them well to input decay - when there's no input available, the game
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assumes that the player is slowly letting go of the gas. This is a more
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accurate prediction than assuming that the marble stops immediately, thus
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resulting in less noticeable glitches with bad network conditions.
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Binary file not shown.
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After Width: | Height: | Size: 4.2 KiB |
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://dfwpt4r3mwe3"
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path.bptc="res://.godot/imported/checkers.png-ea9f80e24aa34475dd7ca3c890e8736d.bptc.ctex"
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path.astc="res://.godot/imported/checkers.png-ea9f80e24aa34475dd7ca3c890e8736d.astc.ctex"
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metadata={
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"imported_formats": ["s3tc_bptc", "etc2_astc"],
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"vram_texture": true
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}
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[deps]
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source_file="res://examples/input-prediction/checkers.png"
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dest_files=["res://.godot/imported/checkers.png-ea9f80e24aa34475dd7ca3c890e8736d.bptc.ctex", "res://.godot/imported/checkers.png-ea9f80e24aa34475dd7ca3c890e8736d.astc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=true
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=1
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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@@ -0,0 +1,129 @@
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[gd_scene load_steps=8 format=3 uid="uid://dr1ms7r5gpwq6"]
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[ext_resource type="Script" path="res://examples/shared/scripts/player-spawner.gd" id="1_3a652"]
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[ext_resource type="PackedScene" uid="uid://ryvnj6wy1gij" path="res://examples/input-prediction/marble.tscn" id="2_8u0ft"]
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[ext_resource type="PackedScene" uid="uid://badtpsxn5lago" path="res://examples/shared/ui/network-popup.tscn" id="3_hlgiv"]
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[ext_resource type="Script" path="res://examples/shared/scripts/simple-time-display.gd" id="4_klbcc"]
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[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_wp6ir"]
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[sub_resource type="Sky" id="Sky_g0uhm"]
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sky_material = SubResource("ProceduralSkyMaterial_wp6ir")
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[sub_resource type="Environment" id="Environment_d1pdb"]
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background_mode = 2
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sky = SubResource("Sky_g0uhm")
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[node name="input-prediction" 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="CSGBox3D" type="CSGBox3D" parent="Map/CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 4.5, 0)
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size = Vector3(34, 9, 26)
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[node name="CSGBox3D2" type="CSGBox3D" parent="Map/CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 6, 0)
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operation = 2
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size = Vector3(24, 10, 16)
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[node name="CSGBox3D3" type="CSGBox3D" parent="Map/CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 11, 0)
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operation = 2
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size = Vector3(32, 10, 24)
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[node name="CSGCylinder3D" type="CSGCylinder3D" parent="Map/CSGCombiner3D"]
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transform = Transform3D(-4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0, 1, 0, 5, 8)
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operation = 2
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radius = 4.0
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height = 24.0
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sides = 32
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[node name="CSGCylinder3D4" type="CSGCylinder3D" parent="Map/CSGCombiner3D"]
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transform = Transform3D(-4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0, 1, 0, 5, -8)
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operation = 2
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radius = 4.0
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height = 24.0
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sides = 32
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[node name="CSGCylinder3D2" type="CSGCylinder3D" parent="Map/CSGCombiner3D"]
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transform = Transform3D(1.91069e-15, 4.37114e-08, -1, 1, -4.37114e-08, 0, -4.37114e-08, -1, -4.37114e-08, 12, 5, 0)
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operation = 2
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radius = 4.0
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height = 16.0
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sides = 32
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[node name="CSGCylinder3D3" type="CSGCylinder3D" parent="Map/CSGCombiner3D"]
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transform = Transform3D(1.91069e-15, 4.37114e-08, -1, 1, -4.37114e-08, 0, -4.37114e-08, -1, -4.37114e-08, -12, 5, 0)
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operation = 2
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radius = 4.0
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height = 16.0
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sides = 32
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[node name="CSGSphere3D" type="CSGSphere3D" parent="Map/CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 12, 5, -8)
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operation = 2
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radius = 4.0
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radial_segments = 32
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rings = 16
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[node name="CSGSphere3D2" type="CSGSphere3D" parent="Map/CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -12, 5, -8)
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operation = 2
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radius = 4.0
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radial_segments = 32
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rings = 16
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[node name="CSGSphere3D3" type="CSGSphere3D" parent="Map/CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -12, 5, 8)
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operation = 2
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radius = 4.0
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radial_segments = 32
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rings = 16
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[node name="CSGSphere3D4" type="CSGSphere3D" parent="Map/CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 12, 5, 8)
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operation = 2
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radius = 4.0
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radial_segments = 32
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rings = 16
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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_d1pdb")
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[node name="Player Spawner" type="Node" parent="." node_paths=PackedStringArray("spawn_root")]
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script = ExtResource("1_3a652")
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player_scene = ExtResource("2_8u0ft")
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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_hlgiv")]
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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_klbcc")
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@@ -0,0 +1,39 @@
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extends BaseNetInput
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var movement: Vector3
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var confidence: float = 1.
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@onready var _rollback_synchronizer := $"../RollbackSynchronizer" as RollbackSynchronizer
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func _ready():
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super()
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NetworkRollback.after_prepare_tick.connect(_predict)
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func _gather():
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movement = Vector3(
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Input.get_axis("move_east", "move_west"),
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Input.get_action_strength("move_jump"),
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Input.get_axis("move_south", "move_north")
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)
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func _predict(_t):
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if not _rollback_synchronizer.is_predicting():
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# Not predicting, nothing to do
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confidence = 1.
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return
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if not _rollback_synchronizer.has_input():
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confidence = 0.
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return
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# Decay input over a short time
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var decay_time := NetworkTime.seconds_to_ticks(.05)
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var input_age := _rollback_synchronizer.get_input_age()
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# **ALWAYS** cast either side to float, otherwise the integer-integer
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# division yields either 1 or 0 confidence
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confidence = input_age / float(decay_time)
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confidence = clampf(1. - confidence, 0., 1.)
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# Modulate input based on confidence
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movement *= confidence
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@@ -0,0 +1 @@
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uid://by2wt0fmiqel8
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@@ -0,0 +1,90 @@
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extends CharacterBody3D
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@export var max_speed: float = 16.
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@export var acceleration: float = 16.
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@export var turn_degrees: float = 360.
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@export var jump_strength: float = 8.
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var is_reversing := false
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@onready var _rollback_synchronizer := $RollbackSynchronizer as RollbackSynchronizer
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@onready var input := $Input as Node
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var gravity: float = 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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var player_id := input.get_multiplayer_authority()
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var mesh := $MeshInstance3D as MeshInstance3D
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var material := mesh.get_active_material(0).duplicate() as StandardMaterial3D
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material.albedo_color = Color.from_hsv((player_id % 256) / 256.0, 1.0, 1.0)
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mesh.set_surface_override_material(0, material)
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func _rollback_tick(dt, _t, _if):
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if is_zero_approx(input.confidence):
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# Can't predict, not enough confidence in input
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_rollback_synchronizer.ignore_prediction(self)
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return
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_force_update()
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if is_on_floor():
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velocity.y = input.movement.y * jump_strength
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else:
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velocity.y -= gravity * dt
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var movement := input.movement as Vector3
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movement.y = 0.
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var reverse_factor = 1.
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if is_on_floor():
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var accel := 0.
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var steer := 0.
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var brake := 0.
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var speed := velocity.length()
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if movement.is_zero_approx():
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# Brake
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brake = acceleration * 1. * dt
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else:
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if is_zero_approx(speed) and not is_zero_approx(movement.z):
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is_reversing = not is_reversing
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if is_reversing:
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movement.z *= -1.
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if movement.z > 0:
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accel = abs(movement.z) * acceleration * dt
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else:
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brake = abs(movement.z) * 2. * acceleration * dt
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steer = movement.x * turn_degrees
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steer *= pow(clampf(speed / max_speed, 0., 1.), .5)
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if is_reversing:
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reverse_factor = -1.
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brake = minf(brake, speed)
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velocity += accel * reverse_factor * transform.basis.z - velocity.normalized() * brake
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velocity = velocity.rotated(transform.basis.y, deg_to_rad(steer) * dt)
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if velocity.length() > max_speed:
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velocity = velocity.normalized() * max_speed
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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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# Face velocity
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var look = velocity.normalized() * reverse_factor
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if not look.is_zero_approx() and abs(look.y) < .95:
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look_at_from_position(position, position + look, transform.basis.y, true)
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func _force_update():
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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://yfh2t6mpfynn
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@@ -0,0 +1,46 @@
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[gd_scene load_steps=9 format=3 uid="uid://ryvnj6wy1gij"]
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[ext_resource type="Texture2D" uid="uid://dfwpt4r3mwe3" path="res://examples/input-prediction/checkers.png" id="1_64oxq"]
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[ext_resource type="Script" path="res://examples/input-prediction/marble.gd" id="1_n25ns"]
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[ext_resource type="Script" path="res://examples/input-prediction/input.gd" id="2_7f8dy"]
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[ext_resource type="Script" path="res://addons/netfox/rollback/rollback-synchronizer.gd" id="2_nlyyn"]
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[ext_resource type="Script" path="res://addons/netfox/tick-interpolator.gd" id="5_ruljv"]
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[sub_resource type="SphereShape3D" id="SphereShape3D_bpiah"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_fyc8n"]
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albedo_texture = ExtResource("1_64oxq")
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metallic = 0.8
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roughness = 0.1
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texture_filter = 0
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[sub_resource type="SphereMesh" id="SphereMesh_y7mm6"]
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material = SubResource("StandardMaterial3D_fyc8n")
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radial_segments = 32
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rings = 16
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[node name="marble" type="CharacterBody3D"]
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collision_layer = 2
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script = ExtResource("1_n25ns")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("SphereShape3D_bpiah")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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mesh = SubResource("SphereMesh_y7mm6")
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[node name="Input" type="Node" parent="."]
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script = ExtResource("2_7f8dy")
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[node name="RollbackSynchronizer" type="Node" parent="." node_paths=PackedStringArray("root")]
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script = ExtResource("2_nlyyn")
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root = NodePath("..")
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enable_prediction = true
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state_properties = Array[String]([":transform", ":velocity", ":is_reversing"])
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input_properties = Array[String](["Input:movement"])
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enable_input_broadcast = false
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[node name="TickInterpolator" type="Node" parent="." node_paths=PackedStringArray("root")]
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script = ExtResource("5_ruljv")
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root = NodePath("..")
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properties = Array[String]([":transform"])
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Reference in New Issue
Block a user