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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# Rollback Debugger
A small tool to help visualize and debug what happens during rollback, signal
by signal.
![Screenshot](assets/screenshot.png)
## Usage
Open `rollback-debugger.tscn`.
Replace the *Subject* node with the rollback-enabled node you want to debug.
Optionally, edit `rollback-debugger.gd` and set the State and Input history
fields' values to the initial states after the first `_render_data()` call, to
avoid having to paste the same values on each run.
Editable fields are taken into consideration and applied before every signal.
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[gd_scene load_steps=6 format=3 uid="uid://c3q2g36patykx"]
[ext_resource type="Script" path="res://examples/rollback-debugger/scripts/rollback-debugger.gd" id="1_2emun"]
[ext_resource type="Texture2D" uid="uid://csg26ysqqb4xe" path="res://addons/netfox/icons/rollback-synchronizer.svg" id="2_hjcrm"]
[ext_resource type="Script" path="res://examples/rollback-debugger/scripts/subject.gd" id="3_5kvxc"]
[ext_resource type="Script" path="res://addons/netfox/rollback/rollback-synchronizer.gd" id="3_0135o"]
[ext_resource type="Script" path="res://examples/rollback-debugger/scripts/input.gd" id="4_p1byq"]
[node name="Control" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="Rollback Debugger" type="Node" parent="."]
script = ExtResource("1_2emun")
[node name="HBoxContainer" type="HBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="History" type="VBoxContainer" parent="HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
[node name="State History Label" type="Label" parent="HBoxContainer/History"]
layout_mode = 2
text = "State history"
[node name="ScrollContainer" type="ScrollContainer" parent="HBoxContainer/History"]
layout_mode = 2
size_flags_vertical = 3
[node name="Container" type="PanelContainer" parent="HBoxContainer/History/ScrollContainer"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 3
[node name="State History Data" type="TextEdit" parent="HBoxContainer/History/ScrollContainer/Container"]
unique_name_in_owner = true
layout_mode = 2
[node name="Input History Label" type="Label" parent="HBoxContainer/History"]
layout_mode = 2
text = "Input history"
[node name="ScrollContainer2" type="ScrollContainer" parent="HBoxContainer/History"]
layout_mode = 2
size_flags_vertical = 3
[node name="Container" type="PanelContainer" parent="HBoxContainer/History/ScrollContainer2"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 3
[node name="Input History Data" type="TextEdit" parent="HBoxContainer/History/ScrollContainer2/Container"]
unique_name_in_owner = true
layout_mode = 2
[node name="Data" type="VBoxContainer" parent="HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 0.5
[node name="Has Input" type="HBoxContainer" parent="HBoxContainer/Data"]
layout_mode = 2
[node name="Has Input Label" type="Label" parent="HBoxContainer/Data/Has Input"]
layout_mode = 2
text = "Has input:"
[node name="Has Input Data" type="Label" parent="HBoxContainer/Data/Has Input"]
unique_name_in_owner = true
layout_mode = 2
text = "true"
[node name="Input Age" type="HBoxContainer" parent="HBoxContainer/Data"]
layout_mode = 2
[node name="Input Age Label" type="Label" parent="HBoxContainer/Data/Input Age"]
layout_mode = 2
text = "Input age:"
[node name="Input Age Data" type="Label" parent="HBoxContainer/Data/Input Age"]
unique_name_in_owner = true
layout_mode = 2
text = "2 ticks"
[node name="Simset Label" type="Label" parent="HBoxContainer/Data"]
layout_mode = 2
text = "Simset:"
[node name="Simset List" type="ItemList" parent="HBoxContainer/Data"]
unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 3
[node name="Skipset Label" type="Label" parent="HBoxContainer/Data"]
layout_mode = 2
text = "Skipset:"
[node name="Skipset List" type="ItemList" parent="HBoxContainer/Data"]
unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 3
[node name="Transmit State Label" type="Label" parent="HBoxContainer/Data"]
layout_mode = 2
text = "Transmit state:"
[node name="PanelContainer" type="PanelContainer" parent="HBoxContainer/Data"]
layout_mode = 2
size_flags_vertical = 3
[node name="Transmit State Data" type="Label" parent="HBoxContainer/Data/PanelContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 3
[node name="Tools" type="VBoxContainer" parent="HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 8
[node name="Tick Container" type="HBoxContainer" parent="HBoxContainer/Tools"]
layout_mode = 2
[node name="Network Tick Label" type="Label" parent="HBoxContainer/Tools/Tick Container"]
layout_mode = 2
text = "Network Tick: "
[node name="Network Tick Data" type="LineEdit" parent="HBoxContainer/Tools/Tick Container"]
unique_name_in_owner = true
layout_mode = 2
text = "0"
[node name="Rollback Tick Label" type="Label" parent="HBoxContainer/Tools/Tick Container"]
layout_mode = 2
text = "Rollback Tick: "
[node name="Rollback Tick Data" type="LineEdit" parent="HBoxContainer/Tools/Tick Container"]
unique_name_in_owner = true
layout_mode = 2
text = "0"
[node name="NT Before Loop Button" type="Button" parent="HBoxContainer/Tools"]
unique_name_in_owner = true
layout_mode = 2
text = "NetworkTime.before_tick_loop"
[node name="HSeparator5" type="HSeparator" parent="HBoxContainer/Tools"]
layout_mode = 2
[node name="NT Before Tick Button" type="Button" parent="HBoxContainer/Tools"]
unique_name_in_owner = true
layout_mode = 2
text = "NetworkTime.before_tick"
[node name="NT On Tick Button" type="Button" parent="HBoxContainer/Tools"]
unique_name_in_owner = true
layout_mode = 2
text = "NetworkTime.on_tick"
[node name="HSeparator6" type="HSeparator" parent="HBoxContainer/Tools"]
layout_mode = 2
[node name="NR Before Loop Button" type="Button" parent="HBoxContainer/Tools"]
unique_name_in_owner = true
layout_mode = 2
text = "NetworkRollback.before_loop"
[node name="HSeparator2" type="HSeparator" parent="HBoxContainer/Tools"]
layout_mode = 2
[node name="NR Prepare Button" type="Button" parent="HBoxContainer/Tools"]
unique_name_in_owner = true
layout_mode = 2
text = "NetworkRollback.on_prepare_tick"
[node name="NR Process Button" type="Button" parent="HBoxContainer/Tools"]
unique_name_in_owner = true
layout_mode = 2
text = "NetworkRollback.on_process_tick"
[node name="NR Record Button" type="Button" parent="HBoxContainer/Tools"]
unique_name_in_owner = true
layout_mode = 2
text = "NetworkRollback.on_record_tick"
[node name="HSeparator3" type="HSeparator" parent="HBoxContainer/Tools"]
layout_mode = 2
[node name="NR After Loop" type="Button" parent="HBoxContainer/Tools"]
unique_name_in_owner = true
layout_mode = 2
text = "NetworkRollback.after_loop"
[node name="HSeparator7" type="HSeparator" parent="HBoxContainer/Tools"]
layout_mode = 2
[node name="NT After Tick Button" type="Button" parent="HBoxContainer/Tools"]
unique_name_in_owner = true
layout_mode = 2
text = "NetworkTime.after_tick"
[node name="HSeparator8" type="HSeparator" parent="HBoxContainer/Tools"]
layout_mode = 2
[node name="NT After Tick Loop Button" type="Button" parent="HBoxContainer/Tools"]
unique_name_in_owner = true
layout_mode = 2
text = "NetworkTime.after_tick_loop"
[node name="HSeparator4" type="HSeparator" parent="HBoxContainer/Tools"]
layout_mode = 2
[node name="Run NR Tick Button" type="Button" parent="HBoxContainer/Tools"]
unique_name_in_owner = true
layout_mode = 2
text = "Run Rollback tick"
[node name="Advance Button" type="Button" parent="HBoxContainer/Tools"]
unique_name_in_owner = true
layout_mode = 2
text = "Advance tick"
[node name="Subject" type="Sprite2D" parent="."]
z_index = -1
position = Vector2(270, 270)
texture = ExtResource("2_hjcrm")
script = ExtResource("3_5kvxc")
[node name="Input" type="Node" parent="Subject"]
script = ExtResource("4_p1byq")
[node name="RollbackSynchronizer" type="Node" parent="Subject" node_paths=PackedStringArray("root")]
script = ExtResource("3_0135o")
root = NodePath("..")
state_properties = Array[String]([":position"])
input_properties = Array[String](["Input:movement"])
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extends Node
var movement := Vector2.ZERO
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uid://bmke0hwo4yufm
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extends Node
# Data fields
@onready var state_history_data := %"State History Data" as TextEdit
@onready var input_history_data := %"Input History Data" as TextEdit
@onready var network_tick_data := %"Network Tick Data" as LineEdit
@onready var rollback_tick_data := %"Rollback Tick Data" as LineEdit
@onready var has_input_data := %"Has Input Data" as Label
@onready var input_age_data := %"Input Age Data" as Label
@onready var simset_list := %"Simset List" as ItemList
@onready var skipset_list := %"Skipset List" as ItemList
@onready var transmit_state_data := %"Transmit State Data" as Label
# Tool buttons
@onready var nt_before_loop_button := %"NT Before Loop Button" as Button
@onready var nt_before_tick_button := %"NT Before Tick Button" as Button
@onready var nt_on_tick_button := %"NT On Tick Button" as Button
@onready var nr_before_loop_button := %"NR Before Loop Button" as Button
@onready var nr_prepare_button := %"NR Prepare Button" as Button
@onready var nr_process_button := %"NR Process Button" as Button
@onready var nr_record_button := %"NR Record Button" as Button
@onready var nr_after_loop_button := %"NR After Loop" as Button
@onready var nt_after_tick_button := %"NT After Tick Button" as Button
@onready var nt_after_tick_loop_button := %"NT After Tick Loop Button" as Button
@onready var run_nr_tick_button := %"Run NR Tick Button" as Button
@onready var advance_button := %"Advance Button" as Button
@onready var rollback_synchronizer := self.get_tree().root\
.find_children("*", "RollbackSynchronizer", true, false)\
.pop_front() as RollbackSynchronizer
func _ready():
if not rollback_synchronizer:
OS.alert("No RollbackSynchronizer found! Add one to the scene and run again!")
get_tree().quit()
# Render initial data
_render_data()
# Set defaults
input_history_data.text = """{
0: { "Input:movement": Vector2(1, 0) },
1: { "Input:movement": Vector2(1, 1) },
2: { "Input:movement": Vector2(1, 1) },
3: { "Input:movement": Vector2(0, 1) },
}"""
# Start NetworkTime but make sure it doesn't tick on its own
NetworkTime.start()
NetworkTime.set_process(false)
# Connect signals
rollback_synchronizer._on_transmit_state.connect(func(state, tick):
transmit_state_data.text = "@%d: %s" % [tick, var_to_str(state)]
)
nt_before_loop_button.pressed.connect(func():
NetworkTime.before_tick_loop.emit()
)
nt_before_tick_button.pressed.connect(func():
NetworkTime.before_tick.emit(NetworkTime.ticktime, NetworkTime.tick)
)
nt_on_tick_button.pressed.connect(func():
NetworkTime.on_tick.emit(NetworkTime.ticktime, NetworkTime.tick)
)
nr_before_loop_button.pressed.connect(func():
NetworkRollback.before_loop.emit()
)
nr_prepare_button.pressed.connect(func():
NetworkRollback.on_prepare_tick.emit(NetworkRollback.tick)
NetworkRollback.after_prepare_tick.emit(NetworkRollback.tick)
)
nr_process_button.pressed.connect(func():
NetworkRollback.on_process_tick.emit(NetworkRollback.tick)
NetworkRollback._tick += 1
)
nr_record_button.pressed.connect(func():
NetworkRollback.on_record_tick.emit(NetworkRollback.tick)
)
nr_after_loop_button.pressed.connect(func():
NetworkRollback.after_loop.emit()
)
nt_after_tick_button.pressed.connect(func():
NetworkTime.after_tick.emit(NetworkTime.ticktime, NetworkTime.tick)
)
nt_after_tick_loop_button.pressed.connect(func():
NetworkTime.after_tick_loop.emit()
NetworkTime._tick += 1
)
run_nr_tick_button.pressed.connect(func():
NetworkRollback.before_loop.emit()
NetworkRollback.on_prepare_tick.emit(NetworkRollback.tick)
NetworkRollback.after_prepare_tick.emit(NetworkRollback.tick)
NetworkRollback.on_process_tick.emit(NetworkRollback.tick)
NetworkRollback._tick += 1
NetworkRollback.on_record_tick.emit(NetworkRollback.tick)
NetworkRollback.after_loop.emit()
)
advance_button.pressed.connect(func():
NetworkRollback._tick += 1
)
# Update UI after any button press
var buttons = get_parent().find_children("*", "Button")
for button in buttons:
(button as Button).button_down.connect(_read_data)
(button as Button).button_up.connect(_render_data)
func _render_data():
network_tick_data.text = str(NetworkTime.tick)
rollback_tick_data.text = str(NetworkRollback.tick)
state_history_data.text = _serialize_history(rollback_synchronizer._states)
input_history_data.text = _serialize_history(rollback_synchronizer._inputs)
if rollback_synchronizer.has_input():
has_input_data.text = "true"
input_age_data.text = str(rollback_synchronizer.get_input_age())
else:
has_input_data.text = "false"
input_age_data.text = "?"
simset_list.clear()
for sim_entry in rollback_synchronizer._simset.values():
simset_list.add_item(str(sim_entry), null, false)
skipset_list.clear()
for skip_entry in rollback_synchronizer._skipset.values():
skipset_list.add_item(str(skip_entry), null, false)
func _read_data():
if network_tick_data.text.is_valid_int():
NetworkTime._tick = network_tick_data.text.to_int()
if rollback_tick_data.text.is_valid_int():
NetworkRollback._tick = rollback_tick_data.text.to_int()
rollback_synchronizer._states = _parse_history(state_history_data.text)
rollback_synchronizer._inputs = _parse_history(input_history_data.text)
func _serialize_history(history: _PropertyHistoryBuffer) -> String:
var result = PackedStringArray()
for tick in history.ticks():
var snapshot := history.get_snapshot(tick)
result.append("\t%d: %s" % [tick, var_to_str(snapshot.as_dictionary()).replace("\n", "")])
return "{\n%s\n}" % [",\n".join(result)]
func _parse_history(history_string: String) -> _PropertyHistoryBuffer:
var result_data = str_to_var(history_string)
if not result_data is Dictionary:
return _PropertyHistoryBuffer.new()
var result := _PropertyHistoryBuffer.new()
for tick in result_data.keys():
var snapshot := _PropertySnapshot.from_dictionary(result_data[tick])
result.set_snapshot(tick, snapshot)
return result
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uid://bbyunye70km5j
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extends Sprite2D
@export var move_speed := 16.
@onready var input := $Input
@onready var rollback_synchronizer := $RollbackSynchronizer as RollbackSynchronizer
func _rollback_tick(_dt, _t, _if):
if not rollback_synchronizer.has_input() or rollback_synchronizer.get_input_age() > 0:
rollback_synchronizer.ignore_prediction(self)
return
position += input.movement.normalized() * move_speed
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uid://dmqopdmgukewq