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:
2026-07-02 20:55:20 -04:00
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# Multiplayer netfox example
A simple demo game, using [netfox]'s `RollbackSynchronizer` to implement a
server-authorative model, while also compensating for latency with client-side
prediction.
To edit and/or run, open the Godot project in the repository root, and open the
scene in this directory.
Compare it with:
* [Single player example](../single-player)
* [Simple example](../multiplayer-simple)
[netfox]: addons/netfox
@@ -0,0 +1,33 @@
[gd_scene load_steps=7 format=3 uid="uid://k3y73rql2u6e"]
[ext_resource type="Script" path="res://examples/multiplayer-netfox/scripts/player.gd" id="1_tksy4"]
[ext_resource type="Script" path="res://addons/netfox/rollback/rollback-synchronizer.gd" id="2_qf1b4"]
[ext_resource type="Script" path="res://addons/netfox/tick-interpolator.gd" id="3_dkpv5"]
[ext_resource type="Script" path="res://examples/multiplayer-netfox/scripts/player-input.gd" id="3_g8e4n"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_t2650"]
[sub_resource type="CapsuleMesh" id="CapsuleMesh_vogks"]
[node name="Player" type="CharacterBody3D"]
script = ExtResource("1_tksy4")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CapsuleShape3D_t2650")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
mesh = SubResource("CapsuleMesh_vogks")
[node name="RollbackSynchronizer" type="Node" parent="." node_paths=PackedStringArray("root")]
script = ExtResource("2_qf1b4")
root = NodePath("..")
state_properties = Array[String]([":position"])
input_properties = Array[String](["Input:movement"])
[node name="TickInterpolator" type="Node" parent="." node_paths=PackedStringArray("root")]
script = ExtResource("3_dkpv5")
root = NodePath("..")
properties = Array[String]([":position"])
[node name="Input" type="Node" parent="."]
script = ExtResource("3_g8e4n")
@@ -0,0 +1,110 @@
[gd_scene load_steps=9 format=3 uid="uid://b2nbnsert06me"]
[ext_resource type="Script" path="res://examples/multiplayer-netfox/scripts/player-spawner.gd" id="1_ngijx"]
[ext_resource type="PackedScene" uid="uid://k3y73rql2u6e" path="res://examples/multiplayer-netfox/characters/player.tscn" id="2_xjsod"]
[ext_resource type="PackedScene" uid="uid://badtpsxn5lago" path="res://examples/shared/ui/network-popup.tscn" id="4_lq3lq"]
[ext_resource type="Script" path="res://examples/shared/scripts/simple-time-display.gd" id="4_n66wk"]
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_rrbfu"]
[sub_resource type="Sky" id="Sky_g0uhm"]
sky_material = SubResource("ProceduralSkyMaterial_rrbfu")
[sub_resource type="Environment" id="Environment_ef1wp"]
background_mode = 2
sky = SubResource("Sky_g0uhm")
[sub_resource type="GDScript" id="GDScript_s4com"]
script/source = "extends Label
func _process(_dt):
if multiplayer.is_server():
text = \"Server\"
else:
text = \"Client\"
"
[node name="Game Scene" type="Node3D"]
[node name="Map" type="Node" parent="."]
[node name="CSGCombiner3D" type="CSGCombiner3D" parent="Map"]
use_collision = true
[node name="CSGFloor" type="CSGBox3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.25, 0)
size = Vector3(16, 0.5, 16)
[node name="CSGWall" type="CSGBox3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 8)
size = Vector3(16, 2, 1)
[node name="CSGWall2" type="CSGBox3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, -8)
size = Vector3(16, 2, 1)
[node name="CSGWall3" type="CSGBox3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 8, 1, 0)
size = Vector3(1, 2, 16)
[node name="CSGWall4" type="CSGBox3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8, 1, 0)
size = Vector3(1, 2, 16)
[node name="CSGCorner" type="CSGCylinder3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 8, 1, 8)
[node name="CSGCorner2" type="CSGCylinder3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 8, 1, -8)
[node name="CSGCorner3" type="CSGCylinder3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8, 1, -8)
[node name="CSGCorner4" type="CSGCylinder3D" parent="Map/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8, 1, 8)
[node name="Environment" type="Node" parent="."]
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Environment"]
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)
shadow_enabled = true
[node name="Camera3D" type="Camera3D" parent="Environment"]
transform = Transform3D(1, 0, 0, 0, 0.5, 0.866025, 0, -0.866025, 0.5, 0, 14.3564, 8.86602)
current = true
[node name="WorldEnvironment" type="WorldEnvironment" parent="Environment"]
environment = SubResource("Environment_ef1wp")
[node name="Network" type="Node" parent="."]
[node name="Player Spawner" type="Node" parent="Network" node_paths=PackedStringArray("spawn_root")]
script = ExtResource("1_ngijx")
player_scene = ExtResource("2_xjsod")
spawn_root = NodePath("../../Players")
[node name="Players" type="Node" parent="."]
[node name="UI" type="Control" parent="."]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="Network Popup" parent="UI" instance=ExtResource("4_lq3lq")]
layout_mode = 1
[node name="VBoxContainer" type="VBoxContainer" parent="UI"]
layout_mode = 1
offset_right = 40.0
offset_bottom = 40.0
[node name="Time Display" type="Label" parent="UI/VBoxContainer"]
layout_mode = 2
script = ExtResource("4_n66wk")
[node name="Label" type="Label" parent="UI/VBoxContainer"]
layout_mode = 2
script = SubResource("GDScript_s4com")
@@ -0,0 +1,17 @@
extends Node
class_name PlayerInput
var movement: Vector3 = Vector3.ZERO
func _ready():
NetworkTime.before_tick_loop.connect(_gather)
func _gather():
if not is_multiplayer_authority():
return
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var mx = Input.get_axis("ui_left", "ui_right")
var mz = Input.get_axis("ui_up", "ui_down")
movement = Vector3(mx, 0, mz)
@@ -0,0 +1 @@
uid://dr0wqty80sjn7
@@ -0,0 +1,57 @@
extends Node
@export var player_scene: PackedScene
@export var spawn_root: Node
var avatars: Dictionary = {}
func _ready():
NetworkEvents.on_client_start.connect(_handle_connected)
NetworkEvents.on_server_start.connect(_handle_host)
NetworkEvents.on_peer_join.connect(_handle_new_peer)
NetworkEvents.on_peer_leave.connect(_handle_leave)
NetworkEvents.on_client_stop.connect(_handle_stop)
NetworkEvents.on_server_stop.connect(_handle_stop)
func _handle_connected(id: int):
# Spawn an avatar for us
_spawn(id)
func _handle_host():
# Spawn own avatar on host machine
_spawn(1)
func _handle_new_peer(id: int):
# Spawn an avatar for new player
_spawn(id)
func _handle_leave(id: int):
if not avatars.has(id):
return
var avatar = avatars[id] as Node
avatar.queue_free()
avatars.erase(id)
func _handle_stop():
# Remove all avatars on game end
for avatar in avatars.values():
avatar.queue_free()
avatars.clear()
func _spawn(id: int):
var avatar = player_scene.instantiate() as Node
avatars[id] = avatar
avatar.name += " #%d" % id
spawn_root.add_child(avatar)
# Avatar is always owned by server
avatar.set_multiplayer_authority(1)
print("Spawned avatar %s at %s" % [avatar.name, multiplayer.get_unique_id()])
# Avatar's input object is owned by player
var input = avatar.find_child("Input")
if input != null:
input.set_multiplayer_authority(id)
print("Set input(%s) ownership to %s" % [input.name, id])
@@ -0,0 +1 @@
uid://dfc6sptiy8y3p
@@ -0,0 +1,29 @@
extends CharacterBody3D
@export var speed := 5.0
@export var input: PlayerInput
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting(&"physics/3d/default_gravity")
func _ready():
position = Vector3(0, 4, 0)
if input == null:
input = $Input
func _rollback_tick(delta, _tick, _is_fresh):
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
var input_dir = input.movement
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.z)).normalized()
velocity.x = direction.x * speed
velocity.z = direction.z * speed
# move_and_slide assumes physics delta
# multiplying velocity by NetworkTime.physics_factor compensates for it
velocity *= NetworkTime.physics_factor
move_and_slide()
velocity /= NetworkTime.physics_factor
@@ -0,0 +1 @@
uid://lgmqlkuewowp