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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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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