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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# Multiplayer netfox example
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A simple demo game, using [netfox]'s `RollbackSynchronizer` to implement a
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server-authorative model, while also compensating for latency with client-side
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prediction.
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To edit and/or run, open the Godot project in the repository root, and open the
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scene in this directory.
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Compare it with:
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* [Single player example](../single-player)
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* [Simple example](../multiplayer-simple)
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[netfox]: addons/netfox
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[gd_scene load_steps=7 format=3 uid="uid://k3y73rql2u6e"]
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[ext_resource type="Script" path="res://examples/multiplayer-netfox/scripts/player.gd" id="1_tksy4"]
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[ext_resource type="Script" path="res://addons/netfox/rollback/rollback-synchronizer.gd" id="2_qf1b4"]
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[ext_resource type="Script" path="res://addons/netfox/tick-interpolator.gd" id="3_dkpv5"]
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[ext_resource type="Script" path="res://examples/multiplayer-netfox/scripts/player-input.gd" id="3_g8e4n"]
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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_tksy4")
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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_qf1b4")
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root = NodePath("..")
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state_properties = Array[String]([":position"])
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input_properties = Array[String](["Input:movement"])
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[node name="TickInterpolator" type="Node" parent="." node_paths=PackedStringArray("root")]
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script = ExtResource("3_dkpv5")
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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("3_g8e4n")
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[gd_scene load_steps=9 format=3 uid="uid://b2nbnsert06me"]
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[ext_resource type="Script" path="res://examples/multiplayer-netfox/scripts/player-spawner.gd" id="1_ngijx"]
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[ext_resource type="PackedScene" uid="uid://k3y73rql2u6e" path="res://examples/multiplayer-netfox/characters/player.tscn" id="2_xjsod"]
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[ext_resource type="PackedScene" uid="uid://badtpsxn5lago" path="res://examples/shared/ui/network-popup.tscn" id="4_lq3lq"]
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[ext_resource type="Script" path="res://examples/shared/scripts/simple-time-display.gd" id="4_n66wk"]
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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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[sub_resource type="GDScript" id="GDScript_s4com"]
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script/source = "extends Label
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func _process(_dt):
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if multiplayer.is_server():
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text = \"Server\"
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else:
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text = \"Client\"
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"
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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_ngijx")
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player_scene = ExtResource("2_xjsod")
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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("4_lq3lq")]
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layout_mode = 1
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[node name="VBoxContainer" type="VBoxContainer" parent="UI"]
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layout_mode = 1
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offset_right = 40.0
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offset_bottom = 40.0
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[node name="Time Display" type="Label" parent="UI/VBoxContainer"]
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layout_mode = 2
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script = ExtResource("4_n66wk")
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[node name="Label" type="Label" parent="UI/VBoxContainer"]
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layout_mode = 2
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script = SubResource("GDScript_s4com")
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extends Node
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class_name PlayerInput
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var movement: Vector3 = Vector3.ZERO
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func _ready():
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NetworkTime.before_tick_loop.connect(_gather)
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func _gather():
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if not is_multiplayer_authority():
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return
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var mx = Input.get_axis("ui_left", "ui_right")
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var mz = Input.get_axis("ui_up", "ui_down")
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movement = Vector3(mx, 0, mz)
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uid://dr0wqty80sjn7
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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://dfc6sptiy8y3p
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extends CharacterBody3D
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@export var speed := 5.0
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@export var input: 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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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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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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velocity.x = direction.x * speed
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velocity.z = direction.z * speed
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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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uid://lgmqlkuewowp
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