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:
@@ -0,0 +1,9 @@
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extends Node
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func condition(cond: Callable, timeout: float = 10.0) -> Error:
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timeout = Time.get_ticks_msec() + timeout * 1000
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while not cond.call():
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await get_tree().process_frame
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if Time.get_ticks_msec() > timeout:
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return ERR_TIMEOUT
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return OK
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@@ -0,0 +1 @@
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uid://bb1cle7uin2wt
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@@ -0,0 +1,111 @@
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extends Node
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@export_category("UI")
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@export var connect_ui: Control
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@export var address_input: LineEdit
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@export var port_input: LineEdit
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func host_only():
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var brawler_spawner: BrawlerSpawner = %"Brawler Spawner"
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if brawler_spawner != null:
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brawler_spawner.spawn_host_avatar = false
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host()
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func host():
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var host = _parse_input()
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if host.size() == 0:
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return ERR_CANT_RESOLVE
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var port = host.port
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# Start host
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print("Starting host on port %s" % port)
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var peer = ENetMultiplayerPeer.new()
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if peer.create_server(port) != OK:
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print("Failed to listen on port %s" % port)
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get_tree().get_multiplayer().multiplayer_peer = peer
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print("Listening on port %s" % port)
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# Wait for server to start
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await Async.condition(
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func():
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return peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTING
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)
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if peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED:
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OS.alert("Failed to start server!")
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return
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print("Server started")
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get_tree().get_multiplayer().server_relay = true
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connect_ui.hide()
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# Only start manually if NetworkEvents is not handling it (e.g. multiplayer-simple)
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if not NetworkEvents.enabled:
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NetworkTime.start()
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func join():
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var host = _parse_input()
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if host.size() == 0:
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return ERR_CANT_RESOLVE
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var address = host.address
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var port = host.port
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# Connect
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print("Connecting to %s:%s" % [address, port])
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var peer = ENetMultiplayerPeer.new()
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var err = peer.create_client(address, port)
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if err != OK:
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OS.alert("Failed to create client, reason: %s" % error_string(err))
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return err
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get_tree().get_multiplayer().multiplayer_peer = peer
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# Wait for connection process to conclude
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await Async.condition(
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func():
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return peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTING
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)
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if peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED:
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OS.alert("Failed to connect to %s:%s" % [address, port])
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return
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print("Client started")
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connect_ui.hide()
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# Only start manually if NetworkEvents is not handling it (e.g. multiplayer-simple)
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if not NetworkEvents.enabled:
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NetworkTime.start()
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func _enter_tree():
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# Hide and show UI as appropriate
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# These handlers are necessary, since the game could have started via
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# autoconnect, or any other method
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NetworkEvents.on_client_start.connect(func(__): connect_ui.hide())
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NetworkEvents.on_server_start.connect(func(): connect_ui.hide())
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NetworkEvents.on_client_stop.connect(func(): connect_ui.show())
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NetworkEvents.on_server_stop.connect(func(): connect_ui.show())
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func _parse_input() -> Dictionary:
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# Validate inputs
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var address = address_input.text
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var port = port_input.text
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if address == "":
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OS.alert("No host specified!")
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return {}
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if not port.is_valid_int():
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OS.alert("Invalid port!")
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return {}
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port = port.to_int()
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return {
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"address": address,
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"port": port
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}
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uid://c4smm8wlkhagj
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extends Node
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enum Role { NONE, HOST, CLIENT }
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@export_category("UI")
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@export var connect_ui: Control
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@export var noray_address_input: LineEdit
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@export var oid_input: LineEdit
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@export var host_oid_input: LineEdit
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@export var force_relay_check: CheckBox
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var role = Role.NONE
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func _ready():
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Noray.on_oid.connect(func(oid): oid_input.text = oid)
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Noray.on_connect_nat.connect(_handle_connect_nat)
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Noray.on_connect_relay.connect(_handle_connect_relay)
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func connect_to_noray():
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# Connect to noray
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var err = OK
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var address = noray_address_input.text
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if address.contains(":"):
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var parts = address.split(":")
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var host = parts[0]
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var port = (parts[1] as String).to_int()
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err = await Noray.connect_to_host(host, port)
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else:
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err = await Noray.connect_to_host(address)
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if err != OK:
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print("Failed to connect to Noray: %s" % error_string(err))
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return err
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# Get IDs
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Noray.register_host()
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await Noray.on_pid
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# Register remote address
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err = await Noray.register_remote()
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if err != OK:
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print("Failed to register remote address: %s" % error_string(err))
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return err
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# Our local port is a remote port to Noray, hence the weird naming
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print("Registered local port: %d" % Noray.local_port)
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return OK
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func disconnect_from_noray():
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Noray.disconnect_from_host()
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oid_input.clear()
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func host_only():
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var brawler_spawner: BrawlerSpawner = %"Brawler Spawner"
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if brawler_spawner != null:
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brawler_spawner.spawn_host_avatar = false
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host()
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func host():
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if Noray.local_port <= 0:
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return ERR_UNCONFIGURED
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# Start host
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var err = OK
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var port = Noray.local_port
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print("Starting host on port %s" % port)
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var peer = ENetMultiplayerPeer.new()
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err = peer.create_server(port)
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if err != OK:
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print("Failed to listen on port %s: %s" % [port, error_string(err)])
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return err
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get_tree().get_multiplayer().multiplayer_peer = peer
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print("Listening on port %s" % port)
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# Wait for server to start
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while peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTING:
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await get_tree().process_frame
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if peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED:
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OS.alert("Failed to start server!")
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return FAILED
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get_tree().get_multiplayer().server_relay = true
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role = Role.HOST
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connect_ui.hide()
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# Only start manually if NetworkEvents is not handling it (e.g. multiplayer-simple)
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if not NetworkEvents.enabled:
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NetworkTime.start()
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func join():
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role = Role.CLIENT
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if force_relay_check.button_pressed:
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Noray.connect_relay(host_oid_input.text)
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else:
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Noray.connect_nat(host_oid_input.text)
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func _handle_connect_nat(address: String, port: int) -> Error:
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var err = await _handle_connect(address, port)
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# If client failed to connect over NAT, try again over relay
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if err != OK and role != Role.HOST:
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print("NAT connect failed with reason %s, retrying with relay" % error_string(err))
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Noray.connect_relay(host_oid_input.text)
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err = OK
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return err
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func _handle_connect_relay(address: String, port: int) -> Error:
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return await _handle_connect(address, port)
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func _handle_connect(address: String, port: int) -> Error:
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if not Noray.local_port:
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return ERR_UNCONFIGURED
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var err = OK
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if role == Role.NONE:
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push_warning("Refusing connection, not running as client nor host")
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err = ERR_UNAVAILABLE
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if role == Role.CLIENT:
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var udp = PacketPeerUDP.new()
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udp.bind(Noray.local_port)
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udp.set_dest_address(address, port)
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print("Attempting handshake with %s:%s" % [address, port])
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err = await PacketHandshake.over_packet_peer(udp)
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udp.close()
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if err != OK:
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if err == ERR_BUSY:
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print("Handshake to %s:%s succeeded partially, attempting connection anyway" % [address, port])
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else:
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print("Handshake to %s:%s failed: %s" % [address, port, error_string(err)])
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return err
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else:
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print("Handshake to %s:%s succeeded" % [address, port])
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# Connect
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var peer = ENetMultiplayerPeer.new()
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err = peer.create_client(address, port, 0, 0, 0, Noray.local_port)
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if err != OK:
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print("Failed to create client: %s" % error_string(err))
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return err
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get_tree().get_multiplayer().multiplayer_peer = peer
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# Wait for connection to succeed
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await Async.condition(
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func(): return peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTING
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)
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if peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED:
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print("Failed to connect to %s:%s with status %s" % [address, port, peer.get_connection_status()])
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get_tree().get_multiplayer().multiplayer_peer = null
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return ERR_CANT_CONNECT
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connect_ui.hide()
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# Only start manually if NetworkEvents is not handling it (e.g. multiplayer-simple)
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if not NetworkEvents.enabled:
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NetworkTime.start()
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if role == Role.HOST:
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# We should already have the connection configured, only thing to do is a handshake
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var peer = get_tree().get_multiplayer().multiplayer_peer as ENetMultiplayerPeer
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err = await PacketHandshake.over_enet_peer(peer, address, port)
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if err != OK:
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print("Handshake to %s:%s failed: %s" % [address, port, error_string(err)])
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return err
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print("Handshake to %s:%s concluded" % [address, port])
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return err
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@@ -0,0 +1 @@
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uid://dbib5njqdsuc2
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@@ -0,0 +1,58 @@
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extends Node
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@export var player_scene: PackedScene
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@export var spawn_root: Node
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var avatars: Dictionary = {}
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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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# Avatar is always owned by server
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avatar.set_multiplayer_authority(1)
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print("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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print("Set input(%s) ownership to %s" % [input.name, id])
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spawn_root.add_child(avatar)
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@@ -0,0 +1 @@
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uid://dpxlg4y45fgd1
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@@ -0,0 +1,21 @@
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extends Label
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func _ready():
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NetworkTime.on_tick.connect(_tick)
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func _tick(_delta: float, _tick: int):
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text = "Time: %.2f at tick #%d" % [NetworkTime.time, NetworkTime.tick]
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if not get_tree().get_multiplayer().is_server():
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# Grab latency to server and display
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var enet = get_tree().get_multiplayer().multiplayer_peer as ENetMultiplayerPeer
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if enet == null:
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return
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var server = enet.get_peer(1)
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var last_rtt = server.get_statistic(ENetPacketPeer.PEER_LAST_ROUND_TRIP_TIME)
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var last_variance = server.get_statistic(ENetPacketPeer.PEER_LAST_ROUND_TRIP_TIME_VARIANCE)
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var mean_rtt = server.get_statistic(ENetPacketPeer.PEER_ROUND_TRIP_TIME)
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var mean_variance = server.get_statistic(ENetPacketPeer.PEER_ROUND_TRIP_TIME_VARIANCE)
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text += "\nLast RTT: %s +/- %s\nMean RTT: %s +/- %s" % [last_rtt, last_variance, mean_rtt, mean_variance]
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@@ -0,0 +1 @@
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uid://c3eokqjyc0bee
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@@ -0,0 +1,28 @@
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extends Label
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func _process(_delta):
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text = "Time: %.2f at tick #%d, clock at %.2f%%" % [NetworkTime.time, NetworkTime.tick, NetworkTime.clock_stretch_factor * 100.]
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text += "\nClock offset: %.2fms, Remote offset: %.2fms" % [NetworkTime.clock_offset * 1000., NetworkTime.remote_clock_offset * 1000.]
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text += "\nRemote RTT: %.2fms +/- %.2fms" % [NetworkTimeSynchronizer.rtt * 1000., NetworkTimeSynchronizer.rtt_jitter * 1000.]
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text += "\nFactor: %.2f" % [NetworkTime.tick_factor]
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text += "\nFPS: %s" % [Engine.get_frames_per_second()]
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var has_connection = multiplayer.has_multiplayer_peer() \
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and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED
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if has_connection and not multiplayer.is_server():
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# Grab latency to server and display
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var enet = get_tree().get_multiplayer().multiplayer_peer as ENetMultiplayerPeer
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if enet == null or enet.get_peer(1) == null:
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return
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var server = enet.get_peer(1)
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if server == null:
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return
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var last_rtt = server.get_statistic(ENetPacketPeer.PEER_LAST_ROUND_TRIP_TIME)
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var last_variance = server.get_statistic(ENetPacketPeer.PEER_LAST_ROUND_TRIP_TIME_VARIANCE)
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var mean_rtt = server.get_statistic(ENetPacketPeer.PEER_ROUND_TRIP_TIME)
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var mean_variance = server.get_statistic(ENetPacketPeer.PEER_ROUND_TRIP_TIME_VARIANCE)
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text += "\nLast RTT: %s +/- %s\nMean RTT: %s +/- %s" % [last_rtt, last_variance, mean_rtt, mean_variance]
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@@ -0,0 +1 @@
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uid://1jje4t4evf2s
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Reference in New Issue
Block a user