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
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extends Node
func condition(cond: Callable, timeout: float = 10.0) -> Error:
timeout = Time.get_ticks_msec() + timeout * 1000
while not cond.call():
await get_tree().process_frame
if Time.get_ticks_msec() > timeout:
return ERR_TIMEOUT
return OK
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extends Node
@export_category("UI")
@export var connect_ui: Control
@export var address_input: LineEdit
@export var port_input: LineEdit
func host_only():
var brawler_spawner: BrawlerSpawner = %"Brawler Spawner"
if brawler_spawner != null:
brawler_spawner.spawn_host_avatar = false
host()
func host():
var host = _parse_input()
if host.size() == 0:
return ERR_CANT_RESOLVE
var port = host.port
# Start host
print("Starting host on port %s" % port)
var peer = ENetMultiplayerPeer.new()
if peer.create_server(port) != OK:
print("Failed to listen on port %s" % port)
get_tree().get_multiplayer().multiplayer_peer = peer
print("Listening on port %s" % port)
# Wait for server to start
await Async.condition(
func():
return peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTING
)
if peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED:
OS.alert("Failed to start server!")
return
print("Server started")
get_tree().get_multiplayer().server_relay = true
connect_ui.hide()
# Only start manually if NetworkEvents is not handling it (e.g. multiplayer-simple)
if not NetworkEvents.enabled:
NetworkTime.start()
func join():
var host = _parse_input()
if host.size() == 0:
return ERR_CANT_RESOLVE
var address = host.address
var port = host.port
# Connect
print("Connecting to %s:%s" % [address, port])
var peer = ENetMultiplayerPeer.new()
var err = peer.create_client(address, port)
if err != OK:
OS.alert("Failed to create client, reason: %s" % error_string(err))
return err
get_tree().get_multiplayer().multiplayer_peer = peer
# Wait for connection process to conclude
await Async.condition(
func():
return peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTING
)
if peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED:
OS.alert("Failed to connect to %s:%s" % [address, port])
return
print("Client started")
connect_ui.hide()
# Only start manually if NetworkEvents is not handling it (e.g. multiplayer-simple)
if not NetworkEvents.enabled:
NetworkTime.start()
func _enter_tree():
# Hide and show UI as appropriate
# These handlers are necessary, since the game could have started via
# autoconnect, or any other method
NetworkEvents.on_client_start.connect(func(__): connect_ui.hide())
NetworkEvents.on_server_start.connect(func(): connect_ui.hide())
NetworkEvents.on_client_stop.connect(func(): connect_ui.show())
NetworkEvents.on_server_stop.connect(func(): connect_ui.show())
func _parse_input() -> Dictionary:
# Validate inputs
var address = address_input.text
var port = port_input.text
if address == "":
OS.alert("No host specified!")
return {}
if not port.is_valid_int():
OS.alert("Invalid port!")
return {}
port = port.to_int()
return {
"address": address,
"port": port
}
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extends Node
enum Role { NONE, HOST, CLIENT }
@export_category("UI")
@export var connect_ui: Control
@export var noray_address_input: LineEdit
@export var oid_input: LineEdit
@export var host_oid_input: LineEdit
@export var force_relay_check: CheckBox
var role = Role.NONE
func _ready():
Noray.on_oid.connect(func(oid): oid_input.text = oid)
Noray.on_connect_nat.connect(_handle_connect_nat)
Noray.on_connect_relay.connect(_handle_connect_relay)
func connect_to_noray():
# Connect to noray
var err = OK
var address = noray_address_input.text
if address.contains(":"):
var parts = address.split(":")
var host = parts[0]
var port = (parts[1] as String).to_int()
err = await Noray.connect_to_host(host, port)
else:
err = await Noray.connect_to_host(address)
if err != OK:
print("Failed to connect to Noray: %s" % error_string(err))
return err
# Get IDs
Noray.register_host()
await Noray.on_pid
# Register remote address
err = await Noray.register_remote()
if err != OK:
print("Failed to register remote address: %s" % error_string(err))
return err
# Our local port is a remote port to Noray, hence the weird naming
print("Registered local port: %d" % Noray.local_port)
return OK
func disconnect_from_noray():
Noray.disconnect_from_host()
oid_input.clear()
func host_only():
var brawler_spawner: BrawlerSpawner = %"Brawler Spawner"
if brawler_spawner != null:
brawler_spawner.spawn_host_avatar = false
host()
func host():
if Noray.local_port <= 0:
return ERR_UNCONFIGURED
# Start host
var err = OK
var port = Noray.local_port
print("Starting host on port %s" % port)
var peer = ENetMultiplayerPeer.new()
err = peer.create_server(port)
if err != OK:
print("Failed to listen on port %s: %s" % [port, error_string(err)])
return err
get_tree().get_multiplayer().multiplayer_peer = peer
print("Listening on port %s" % port)
# Wait for server to start
while peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTING:
await get_tree().process_frame
if peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED:
OS.alert("Failed to start server!")
return FAILED
get_tree().get_multiplayer().server_relay = true
role = Role.HOST
connect_ui.hide()
# Only start manually if NetworkEvents is not handling it (e.g. multiplayer-simple)
if not NetworkEvents.enabled:
NetworkTime.start()
func join():
role = Role.CLIENT
if force_relay_check.button_pressed:
Noray.connect_relay(host_oid_input.text)
else:
Noray.connect_nat(host_oid_input.text)
func _handle_connect_nat(address: String, port: int) -> Error:
var err = await _handle_connect(address, port)
# If client failed to connect over NAT, try again over relay
if err != OK and role != Role.HOST:
print("NAT connect failed with reason %s, retrying with relay" % error_string(err))
Noray.connect_relay(host_oid_input.text)
err = OK
return err
func _handle_connect_relay(address: String, port: int) -> Error:
return await _handle_connect(address, port)
func _handle_connect(address: String, port: int) -> Error:
if not Noray.local_port:
return ERR_UNCONFIGURED
var err = OK
if role == Role.NONE:
push_warning("Refusing connection, not running as client nor host")
err = ERR_UNAVAILABLE
if role == Role.CLIENT:
var udp = PacketPeerUDP.new()
udp.bind(Noray.local_port)
udp.set_dest_address(address, port)
print("Attempting handshake with %s:%s" % [address, port])
err = await PacketHandshake.over_packet_peer(udp)
udp.close()
if err != OK:
if err == ERR_BUSY:
print("Handshake to %s:%s succeeded partially, attempting connection anyway" % [address, port])
else:
print("Handshake to %s:%s failed: %s" % [address, port, error_string(err)])
return err
else:
print("Handshake to %s:%s succeeded" % [address, port])
# Connect
var peer = ENetMultiplayerPeer.new()
err = peer.create_client(address, port, 0, 0, 0, Noray.local_port)
if err != OK:
print("Failed to create client: %s" % error_string(err))
return err
get_tree().get_multiplayer().multiplayer_peer = peer
# Wait for connection to succeed
await Async.condition(
func(): return peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTING
)
if peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED:
print("Failed to connect to %s:%s with status %s" % [address, port, peer.get_connection_status()])
get_tree().get_multiplayer().multiplayer_peer = null
return ERR_CANT_CONNECT
connect_ui.hide()
# Only start manually if NetworkEvents is not handling it (e.g. multiplayer-simple)
if not NetworkEvents.enabled:
NetworkTime.start()
if role == Role.HOST:
# We should already have the connection configured, only thing to do is a handshake
var peer = get_tree().get_multiplayer().multiplayer_peer as ENetMultiplayerPeer
err = await PacketHandshake.over_enet_peer(peer, address, port)
if err != OK:
print("Handshake to %s:%s failed: %s" % [address, port, error_string(err)])
return err
print("Handshake to %s:%s concluded" % [address, port])
return err
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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
# 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])
spawn_root.add_child(avatar)
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extends Label
func _ready():
NetworkTime.on_tick.connect(_tick)
func _tick(_delta: float, _tick: int):
text = "Time: %.2f at tick #%d" % [NetworkTime.time, NetworkTime.tick]
if not get_tree().get_multiplayer().is_server():
# Grab latency to server and display
var enet = get_tree().get_multiplayer().multiplayer_peer as ENetMultiplayerPeer
if enet == null:
return
var server = enet.get_peer(1)
var last_rtt = server.get_statistic(ENetPacketPeer.PEER_LAST_ROUND_TRIP_TIME)
var last_variance = server.get_statistic(ENetPacketPeer.PEER_LAST_ROUND_TRIP_TIME_VARIANCE)
var mean_rtt = server.get_statistic(ENetPacketPeer.PEER_ROUND_TRIP_TIME)
var mean_variance = server.get_statistic(ENetPacketPeer.PEER_ROUND_TRIP_TIME_VARIANCE)
text += "\nLast RTT: %s +/- %s\nMean RTT: %s +/- %s" % [last_rtt, last_variance, mean_rtt, mean_variance]
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extends Label
func _process(_delta):
text = "Time: %.2f at tick #%d, clock at %.2f%%" % [NetworkTime.time, NetworkTime.tick, NetworkTime.clock_stretch_factor * 100.]
text += "\nClock offset: %.2fms, Remote offset: %.2fms" % [NetworkTime.clock_offset * 1000., NetworkTime.remote_clock_offset * 1000.]
text += "\nRemote RTT: %.2fms +/- %.2fms" % [NetworkTimeSynchronizer.rtt * 1000., NetworkTimeSynchronizer.rtt_jitter * 1000.]
text += "\nFactor: %.2f" % [NetworkTime.tick_factor]
text += "\nFPS: %s" % [Engine.get_frames_per_second()]
var has_connection = multiplayer.has_multiplayer_peer() \
and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED
if has_connection and not multiplayer.is_server():
# Grab latency to server and display
var enet = get_tree().get_multiplayer().multiplayer_peer as ENetMultiplayerPeer
if enet == null or enet.get_peer(1) == null:
return
var server = enet.get_peer(1)
if server == null:
return
var last_rtt = server.get_statistic(ENetPacketPeer.PEER_LAST_ROUND_TRIP_TIME)
var last_variance = server.get_statistic(ENetPacketPeer.PEER_LAST_ROUND_TRIP_TIME_VARIANCE)
var mean_rtt = server.get_statistic(ENetPacketPeer.PEER_ROUND_TRIP_TIME)
var mean_variance = server.get_statistic(ENetPacketPeer.PEER_ROUND_TRIP_TIME_VARIANCE)
text += "\nLast RTT: %s +/- %s\nMean RTT: %s +/- %s" % [last_rtt, last_variance, mean_rtt, mean_variance]
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uid://1jje4t4evf2s