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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extends BaseNetInput
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@export var mouse_sensitivity: float = 1.0
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var override_mouse: bool = false
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# Input variables
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var mouse_rotation: Vector2 = Vector2.ZERO
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var look_angle: Vector2 = Vector2.ZERO
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var movement: Vector3 = Vector3.ZERO
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var fire: bool = false
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var jump: bool = false
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func _notification(what):
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if what == NOTIFICATION_WM_WINDOW_FOCUS_IN:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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override_mouse = false
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func _input(event: InputEvent) -> void:
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if !is_multiplayer_authority(): return
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if event is InputEventMouseMotion:
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mouse_rotation.y += event.relative.x * mouse_sensitivity
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mouse_rotation.x += event.relative.y * mouse_sensitivity
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if event.is_action_pressed("escape"):
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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override_mouse = true
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func _ready():
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super()
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _gather():
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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("move_west", "move_east")
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var mz = Input.get_axis("move_north", "move_south")
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movement = Vector3(mx, 0, mz)
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jump = Input.is_action_pressed("move_jump")
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fire = Input.is_action_pressed("mouse_weapon_fire")
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if override_mouse:
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look_angle = Vector2.ZERO
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mouse_rotation = Vector2.ZERO
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else:
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look_angle = Vector2(-mouse_rotation.y, -mouse_rotation.x)
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mouse_rotation = Vector2.ZERO
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@@ -0,0 +1 @@
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uid://efvmt2o8yu0e
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extends Node
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@export var player_scene: PackedScene
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@export var spawn_points: Array[Marker3D] = []
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var avatars: Dictionary = {}
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static var _logger := NetfoxLogger.new("RollbackFPS", "PlayerSpawner")
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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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add_child(avatar)
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avatar.global_position = get_next_spawn_point(id)
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# Avatar is always owned by server
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avatar.set_multiplayer_authority(1)
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_logger.info("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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_logger.info("Set input(%s) ownership to %s" % [input.name, id])
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func get_next_spawn_point(peer_id: int, spawn_idx: int = 0) -> Vector3:
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# The same data is used to calculate the index on all peers
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# As a result, spawn points are the same, even without sync
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var idx := peer_id * 37 + spawn_idx * 19
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idx = hash(idx)
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idx = idx % spawn_points.size()
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return spawn_points[idx].global_position
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uid://cr4fhpo4ht4mr
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extends Node3D
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@export var fire_cooldown: float = 0.25
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@export var damage: int = 35
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@onready var input := $"../../Input" as ExampleRollbackFPS.PlayerInput
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@onready var sound := $AudioStreamPlayer3D as AudioStreamPlayer3D
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@onready var fire_action := $"Fire Action" as RewindableAction
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@onready var rollback_synchronizer := %RollbackSynchronizer as RollbackSynchronizer
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var last_fire: int = -1
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func _ready():
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fire_action.mutate(self) # Mutate self, so firing code can run
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fire_action.mutate($"../../") # Mutate player
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NetworkTime.after_tick_loop.connect(_after_loop)
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func _rollback_tick(_dt, tick: int, _if):
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if rollback_synchronizer.is_predicting():
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return
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fire_action.set_active(input.fire and _can_fire())
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match fire_action.get_status():
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RewindableAction.CONFIRMING, RewindableAction.ACTIVE:
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# Fire if action has just activated or is active
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_fire()
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RewindableAction.CANCELLING:
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# Whoops, turns out we couldn't have fired, undo
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_unfire()
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func _after_loop():
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if fire_action.has_confirmed():
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sound.play()
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func _can_fire() -> bool:
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return NetworkTime.seconds_between(last_fire, NetworkRollback.tick) >= fire_cooldown
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func _fire():
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last_fire = NetworkRollback.tick
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# See what we've hit
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var hit := _raycast()
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if hit.is_empty():
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# No hit, nothing to do
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return
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_on_hit(hit)
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func _unfire():
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fire_action.erase_context()
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func _raycast() -> Dictionary:
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# Detect hit
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var space := get_world_3d().direct_space_state
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var origin_xform := global_transform
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var query := PhysicsRayQueryParameters3D.create(
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origin_xform.origin,
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origin_xform.origin + origin_xform.basis.z * 1024.
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)
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return space.intersect_ray(query)
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func _on_hit(result: Dictionary):
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var is_new_hit := false
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if not fire_action.has_context():
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fire_action.set_context(true)
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is_new_hit = true
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if result.collider.has_method("damage"):
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result.collider.damage(damage, is_new_hit)
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NetworkRollback.mutate(result.collider)
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@@ -0,0 +1 @@
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uid://da0u0nkxkqnpt
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@@ -0,0 +1,117 @@
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extends CharacterBody3D
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@export var speed = 5.0
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@export var jump_strength = 5.0
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@onready var display_name := $DisplayNameLabel3D as Label3D
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@onready var input := $Input as ExampleRollbackFPS.PlayerInput
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@onready var tick_interpolator := $TickInterpolator as TickInterpolator
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@onready var head := $Head as Node3D
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@onready var camera := $Head/Camera3D as Camera3D
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@onready var hit_sfx := $"Hit SFX" as AudioStreamPlayer3D
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#+#
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static var _logger := NetfoxLogger.new("game", "Player")
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var gravity = ProjectSettings.get_setting(&"physics/3d/default_gravity")
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var health: int = 100
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var death_tick: int = -1
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var respawn_position: Vector3
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var did_respawn := false
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var deaths := 0
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# Track deaths and *acknowledged* deaths
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# Acknowledge the number of deaths on tick loop start
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# If the value changes by the end of the loop, that means the player has
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# respawned, and needs to `teleport()`
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var _ackd_deaths := 0
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var _was_hit := false
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func _ready():
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display_name.text = name
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NetworkTime.before_tick_loop.connect(_before_tick_loop)
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NetworkTime.after_tick_loop.connect(_after_tick_loop)
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# Wait for deps to setup
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await get_tree().process_frame
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if input.is_multiplayer_authority():
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camera.current = true
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ExampleRollbackFPS.HUD.set_player(self)
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func _before_tick_loop():
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_ackd_deaths = deaths
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func _after_tick_loop():
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if _ackd_deaths != deaths:
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tick_interpolator.teleport()
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_ackd_deaths = deaths
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if _was_hit:
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hit_sfx.play()
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_was_hit = false
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func _rollback_tick(delta: float, tick: int, is_fresh: bool) -> void:
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# Handle respawn
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if tick == death_tick:
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global_position = respawn_position
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did_respawn = true
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else:
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did_respawn = false
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# Gravity
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_force_update_is_on_floor()
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if is_on_floor():
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if input.jump:
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velocity.y = jump_strength
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else:
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velocity.y -= gravity * delta
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# Handle look left and right
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rotate_object_local(Vector3(0, 1, 0), input.look_angle.x)
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# Handle look up and down
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head.rotate_object_local(Vector3(1, 0, 0), input.look_angle.y)
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head.rotation.x = clamp(head.rotation.x, -1.57, 1.57)
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head.rotation.z = 0
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head.rotation.y = 0
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# Apply 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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# 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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# Handle death
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if health <= 0:
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deaths += 1
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global_position = get_parent().get_next_spawn_point(get_player_id(), deaths)
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health = 100
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func _force_update_is_on_floor():
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var old_velocity = velocity
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velocity = Vector3.ZERO
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move_and_slide()
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velocity = old_velocity
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func damage(amount: int, is_new_hit: bool = false):
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# Queue hit sound
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if is_new_hit:
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_was_hit = true
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health -= amount
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_logger.info("%s HP now at %s", [name, health])
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func get_player_id() -> int:
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return input.get_multiplayer_authority()
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@@ -0,0 +1 @@
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uid://16cr653lwxno
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@@ -0,0 +1,7 @@
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extends Object
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class_name ExampleRollbackFPS
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const Player := preload("res://examples/rollback-fps/scripts/player.gd")
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const PlayerInput := preload("res://examples/rollback-fps/scripts/player-input.gd")
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const PlayerWeapon := preload("res://examples/rollback-fps/scripts/player-weapon.gd")
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const HUD := preload("res://examples/rollback-fps/ui/fps-hud.gd")
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@@ -0,0 +1 @@
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uid://b3ixo1b52q06q
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