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
parent ce39b237c3
commit b0c83af092
4416 changed files with 57418 additions and 902676 deletions
@@ -0,0 +1,48 @@
extends BaseNetInput
@export var mouse_sensitivity: float = 1.0
var override_mouse: bool = false
# Input variables
var mouse_rotation: Vector2 = Vector2.ZERO
var look_angle: Vector2 = Vector2.ZERO
var movement: Vector3 = Vector3.ZERO
var fire: bool = false
var jump: bool = false
func _notification(what):
if what == NOTIFICATION_WM_WINDOW_FOCUS_IN:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
override_mouse = false
func _input(event: InputEvent) -> void:
if !is_multiplayer_authority(): return
if event is InputEventMouseMotion:
mouse_rotation.y += event.relative.x * mouse_sensitivity
mouse_rotation.x += event.relative.y * mouse_sensitivity
if event.is_action_pressed("escape"):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
override_mouse = true
func _ready():
super()
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _gather():
# 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("move_west", "move_east")
var mz = Input.get_axis("move_north", "move_south")
movement = Vector3(mx, 0, mz)
jump = Input.is_action_pressed("move_jump")
fire = Input.is_action_pressed("mouse_weapon_fire")
if override_mouse:
look_angle = Vector2.ZERO
mouse_rotation = Vector2.ZERO
else:
look_angle = Vector2(-mouse_rotation.y, -mouse_rotation.x)
mouse_rotation = Vector2.ZERO
@@ -0,0 +1 @@
uid://efvmt2o8yu0e
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extends Node
@export var player_scene: PackedScene
@export var spawn_points: Array[Marker3D] = []
var avatars: Dictionary = {}
static var _logger := NetfoxLogger.new("RollbackFPS", "PlayerSpawner")
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
add_child(avatar)
avatar.global_position = get_next_spawn_point(id)
# Avatar is always owned by server
avatar.set_multiplayer_authority(1)
_logger.info("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)
_logger.info("Set input(%s) ownership to %s" % [input.name, id])
func get_next_spawn_point(peer_id: int, spawn_idx: int = 0) -> Vector3:
# The same data is used to calculate the index on all peers
# As a result, spawn points are the same, even without sync
var idx := peer_id * 37 + spawn_idx * 19
idx = hash(idx)
idx = idx % spawn_points.size()
return spawn_points[idx].global_position
@@ -0,0 +1 @@
uid://cr4fhpo4ht4mr
@@ -0,0 +1,72 @@
extends Node3D
@export var fire_cooldown: float = 0.25
@export var damage: int = 35
@onready var input := $"../../Input" as ExampleRollbackFPS.PlayerInput
@onready var sound := $AudioStreamPlayer3D as AudioStreamPlayer3D
@onready var fire_action := $"Fire Action" as RewindableAction
@onready var rollback_synchronizer := %RollbackSynchronizer as RollbackSynchronizer
var last_fire: int = -1
func _ready():
fire_action.mutate(self) # Mutate self, so firing code can run
fire_action.mutate($"../../") # Mutate player
NetworkTime.after_tick_loop.connect(_after_loop)
func _rollback_tick(_dt, tick: int, _if):
if rollback_synchronizer.is_predicting():
return
fire_action.set_active(input.fire and _can_fire())
match fire_action.get_status():
RewindableAction.CONFIRMING, RewindableAction.ACTIVE:
# Fire if action has just activated or is active
_fire()
RewindableAction.CANCELLING:
# Whoops, turns out we couldn't have fired, undo
_unfire()
func _after_loop():
if fire_action.has_confirmed():
sound.play()
func _can_fire() -> bool:
return NetworkTime.seconds_between(last_fire, NetworkRollback.tick) >= fire_cooldown
func _fire():
last_fire = NetworkRollback.tick
# See what we've hit
var hit := _raycast()
if hit.is_empty():
# No hit, nothing to do
return
_on_hit(hit)
func _unfire():
fire_action.erase_context()
func _raycast() -> Dictionary:
# Detect hit
var space := get_world_3d().direct_space_state
var origin_xform := global_transform
var query := PhysicsRayQueryParameters3D.create(
origin_xform.origin,
origin_xform.origin + origin_xform.basis.z * 1024.
)
return space.intersect_ray(query)
func _on_hit(result: Dictionary):
var is_new_hit := false
if not fire_action.has_context():
fire_action.set_context(true)
is_new_hit = true
if result.collider.has_method("damage"):
result.collider.damage(damage, is_new_hit)
NetworkRollback.mutate(result.collider)
@@ -0,0 +1 @@
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+117
View File
@@ -0,0 +1,117 @@
extends CharacterBody3D
@export var speed = 5.0
@export var jump_strength = 5.0
@onready var display_name := $DisplayNameLabel3D as Label3D
@onready var input := $Input as ExampleRollbackFPS.PlayerInput
@onready var tick_interpolator := $TickInterpolator as TickInterpolator
@onready var head := $Head as Node3D
@onready var camera := $Head/Camera3D as Camera3D
@onready var hit_sfx := $"Hit SFX" as AudioStreamPlayer3D
#+#
static var _logger := NetfoxLogger.new("game", "Player")
var gravity = ProjectSettings.get_setting(&"physics/3d/default_gravity")
var health: int = 100
var death_tick: int = -1
var respawn_position: Vector3
var did_respawn := false
var deaths := 0
# Track deaths and *acknowledged* deaths
# Acknowledge the number of deaths on tick loop start
# If the value changes by the end of the loop, that means the player has
# respawned, and needs to `teleport()`
var _ackd_deaths := 0
var _was_hit := false
func _ready():
display_name.text = name
NetworkTime.before_tick_loop.connect(_before_tick_loop)
NetworkTime.after_tick_loop.connect(_after_tick_loop)
# Wait for deps to setup
await get_tree().process_frame
if input.is_multiplayer_authority():
camera.current = true
ExampleRollbackFPS.HUD.set_player(self)
func _before_tick_loop():
_ackd_deaths = deaths
func _after_tick_loop():
if _ackd_deaths != deaths:
tick_interpolator.teleport()
_ackd_deaths = deaths
if _was_hit:
hit_sfx.play()
_was_hit = false
func _rollback_tick(delta: float, tick: int, is_fresh: bool) -> void:
# Handle respawn
if tick == death_tick:
global_position = respawn_position
did_respawn = true
else:
did_respawn = false
# Gravity
_force_update_is_on_floor()
if is_on_floor():
if input.jump:
velocity.y = jump_strength
else:
velocity.y -= gravity * delta
# Handle look left and right
rotate_object_local(Vector3(0, 1, 0), input.look_angle.x)
# Handle look up and down
head.rotate_object_local(Vector3(1, 0, 0), input.look_angle.y)
head.rotation.x = clamp(head.rotation.x, -1.57, 1.57)
head.rotation.z = 0
head.rotation.y = 0
# Apply movement
var input_dir = input.movement
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.z)).normalized()
if direction:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
else:
velocity.x = move_toward(velocity.x, 0, speed)
velocity.z = move_toward(velocity.z, 0, 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
# Handle death
if health <= 0:
deaths += 1
global_position = get_parent().get_next_spawn_point(get_player_id(), deaths)
health = 100
func _force_update_is_on_floor():
var old_velocity = velocity
velocity = Vector3.ZERO
move_and_slide()
velocity = old_velocity
func damage(amount: int, is_new_hit: bool = false):
# Queue hit sound
if is_new_hit:
_was_hit = true
health -= amount
_logger.info("%s HP now at %s", [name, health])
func get_player_id() -> int:
return input.get_multiplayer_authority()
@@ -0,0 +1 @@
uid://16cr653lwxno
@@ -0,0 +1,7 @@
extends Object
class_name ExampleRollbackFPS
const Player := preload("res://examples/rollback-fps/scripts/player.gd")
const PlayerInput := preload("res://examples/rollback-fps/scripts/player-input.gd")
const PlayerWeapon := preload("res://examples/rollback-fps/scripts/player-weapon.gd")
const HUD := preload("res://examples/rollback-fps/ui/fps-hud.gd")
@@ -0,0 +1 @@
uid://b3ixo1b52q06q