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
+77
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@@ -0,0 +1,77 @@
extends VestTest
func get_suite_name() -> String:
return "Snapshot"
func suite() -> void:
test("apply()", func():
# 22.46us, 367.25us, 1.44ms, 2.90ms, 54.68ms
# 23.92us, 331.23us, 1.35ms, 2.73ms, 45.37ms
for case in [[16, 2, 64], [128, 4, 8], [512, 4, 4], [1024, 4, 1], [16384, 4, 1]]:
var node_count := case[0] as int
var prop_count := case[1] as int
var batch_size := case[2] as int
var nodes := get_nodes(node_count)
var snapshot := _Snapshot.new(0)
for node in nodes:
for i in prop_count:
var prop := "property%d" % (i + 1)
snapshot.record_property(node, prop)
benchmark("apply() - %dn/%dp" % [node_count, prop_count], func(__):
snapshot.apply()
).with_duration(1.).with_batch_size(batch_size).run()
free_nodes(nodes)
)
test("merge()", func():
# 30.35us, 502.14us, 2.09ms, 4.85ms, 114.49ms
# 20.75us, 178.53us, 704.67us, 1.46ms, 31.61ms
for case in [[16, 2, 64], [128, 4, 8], [512, 4, 4], [1024, 4, 1], [16384, 4, 1]]:
var node_count := case[0] as int
var prop_count := case[1] as int
var batch_size := case[2] as int
var nodes := get_nodes(node_count)
var base_snapshot := _Snapshot.new(0)
var patch_snapshot := _Snapshot.new(0)
for node in nodes:
for i in prop_count:
var prop := "property%d" % (i + 1)
base_snapshot.set_property(node, prop, randi())
patch_snapshot.set_property(node, prop, randi())
benchmark("merge() - %dn/%dp" % [node_count, prop_count], func(__):
base_snapshot.merge(patch_snapshot)
).with_duration(1.).with_batch_size(batch_size).run()
free_nodes(nodes)
)
func get_nodes(count: int) -> Array[TestNode]:
var nodes := [] as Array[TestNode]
for i in count:
var node := TestNode.new()
node.name += " %d" % i
nodes.append(node)
return nodes
func free_nodes(nodes: Array[TestNode]) -> void:
for node in nodes:
node.queue_free()
class TestNode extends Node:
var property1 := randi()
var property2 := randi()
var property3 := randi()
var property4 := randi()
var property5 := randi()
var property6 := randi()
var property7 := randi()
var property8 := randi()
@@ -0,0 +1 @@
uid://do3iolh8ysmcb
+147
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extends VestTest
func get_suite_name() -> String:
return "Snapshot"
func suite() -> void:
var node := Node3D.new()
var other_node := Node3D.new()
define("make_patch()", func():
test("should return empty on same", func():
var snapshot := _Snapshot.of(0, [
[node, "position", Vector3.ZERO],
[node, "scale", Vector3.ONE]
], [node])
expect_empty(_Snapshot.make_patch(snapshot, snapshot))
)
test("should include differing property", func():
var from := _Snapshot.of(0, [
[node, "position", Vector3.ZERO],
[node, "scale", Vector3.ONE]
], [node])
var to := _Snapshot.of(0, [
[node, "position", Vector3.ONE],
[node, "scale", Vector3.ONE]
], [node])
var expected := _Snapshot.of(0, [
[node, "position", Vector3.ONE]
], [node])
expect_equal(_Snapshot.make_patch(from, to), expected)
)
test("should include new property", func():
var from := _Snapshot.of(0, [
[node, "position", Vector3.ZERO]
], [node])
var to := _Snapshot.of(0, [
[node, "position", Vector3.ZERO],
[node, "scale", Vector3.ONE]
], [node])
var expected := _Snapshot.of(0, [
[node, "scale", Vector3.ONE]
], [node])
expect_equal(_Snapshot.make_patch(from, to), expected)
)
test("patch should yield `to` on merge", func():
var from := _Snapshot.of(0, [
[node, "position", Vector3.ZERO],
[node, "scale", Vector3.ONE]
], [node])
var to := _Snapshot.of(0, [
[node, "position", Vector3.ONE],
[node, "scale", Vector3.ONE]
], [node])
var patch := _Snapshot.make_patch(from, to)
var applied := from.duplicate()
applied.tick = to.tick
applied.merge(patch)
expect_equal(applied, to)
)
)
define("merge()", func():
test("auth should override non-auth", func():
var snapshot := _Snapshot.of(0, [
[node, "position", Vector3.ZERO],
[other_node, "position", Vector3.ZERO]
], [])
var patch := _Snapshot.of(0, [
[node, "position", Vector3.ONE],
[other_node, "position", Vector3.ONE]
], [node])
expect_true(snapshot.merge(patch))
expect_equal(snapshot, _Snapshot.of(0, [
[node, "position", Vector3.ONE],
[other_node, "position", Vector3.ONE]
], [node]))
)
test("auth should update auth", func():
var snapshot := _Snapshot.of(0, [
[node, "position", Vector3.ZERO],
[other_node, "position", Vector3.ZERO]
], [node])
var patch := _Snapshot.of(0, [
[node, "position", Vector3.ONE],
[other_node, "position", Vector3.ONE]
], [node])
expect_true(snapshot.merge(patch))
expect_equal(snapshot, _Snapshot.of(0, [
[node, "position", Vector3.ONE],
[other_node, "position", Vector3.ONE]
], [node]))
)
test("non-auth should not update auth", func():
var snapshot := _Snapshot.of(0, [
[node, "position", Vector3.ZERO],
[other_node, "position", Vector3.ZERO]
], [node])
var patch := _Snapshot.of(0, [
[node, "position", Vector3.ONE],
[other_node, "position", Vector3.ONE]
], [])
expect_true(snapshot.merge(patch))
expect_equal(snapshot, _Snapshot.of(0, [
[node, "position", Vector3.ZERO],
[other_node, "position", Vector3.ONE]
], [node]))
)
test("non-auth should update non-auth", func():
var snapshot := _Snapshot.of(0, [
[node, "position", Vector3.ZERO],
[other_node, "position", Vector3.ZERO]
], [])
var patch := _Snapshot.of(0, [
[node, "position", Vector3.ONE],
[other_node, "position", Vector3.ONE]
], [])
expect_true(snapshot.merge(patch))
expect_equal(snapshot, _Snapshot.of(0, [
[node, "position", Vector3.ONE],
[other_node, "position", Vector3.ONE]
], []))
)
)
@@ -0,0 +1 @@
uid://csptcun1bgc5d
@@ -0,0 +1,61 @@
extends VestTest
func get_suite_name() -> String:
return "NetworkHistoryServer"
var idx := 0
func suite():
for count in [16, 1024, 16384]:
# register / record / restore / deregister
# *2.06us/235.37us/*46.01us/*1.37us, 14.05us/14.73ms/1.08ms/6.56us, 207.84us/234.73ms/23.18ms/88.84us
# *2.19us/77.97us/*23.46us/*3.07us, 1.73us/ 4.55ms/1.83ms/1.48us, 2.15us/ 81.64ms/45.45ms/ 1.57us
test("%d nodes" % count, func():
# Create nodes
var nodes := await get_nodes(count)
# Register nodes
idx = 0
benchmark("register()", func(__):
NetworkHistoryServer.register_rollback_state(nodes[idx], "name")
idx += 1
).with_iterations(count).with_batch_size(count).run()
# Record
benchmark("record()", func(__):
NetworkHistoryServer._record_rollback_state(0)
).with_duration(1.).with_batch_size(16).run()
# Restore
benchmark("restore()", func(__):
NetworkHistoryServer._restore_rollback_state(0)
).with_duration(1.).with_batch_size(16).run()
# Deregister nodes
idx = 0
benchmark("deregister()", func(__):
NetworkHistoryServer.deregister_rollback_state(nodes[idx], "name")
idx += 1
).with_iterations(count).with_batch_size(count).run()
# Free nodes
free_nodes(nodes)
)
func get_nodes(count: int) -> Array[Node]:
var nodes := [] as Array[Node]
for i in count:
var node := Node.new()
node.name = "Node %d" % i
nodes.append(node)
Vest.get_tree().root.add_child.call_deferred(node)
for node in nodes:
await node.ready
return nodes
func free_nodes(nodes: Array[Node]) -> void:
for node in nodes:
node.queue_free()
@@ -0,0 +1 @@
uid://bygji0wruckul
@@ -0,0 +1,66 @@
extends VestTest
func get_suite_name() -> String:
return "NetworkIdentityServer"
var command_server: _NetworkCommandServer
var identity_server: _NetworkIdentityServer
func before_case(__):
# Makes sure local peer is 1, otherwise identifiers get random local IDs
Vest.get_tree().root.multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()
command_server = _NetworkCommandServer.new()
identity_server = _NetworkIdentityServer.new(command_server)
Vest.get_tree().root.add_child.call_deferred(command_server)
Vest.get_tree().root.add_child.call_deferred(identity_server)
await command_server.ready
await identity_server.ready
func after_case(__):
identity_server.queue_free()
command_server.queue_free()
func suite() -> void:
define("resolve_reference()", func():
# 6.04us/7.08us, 26.75us/32.29us, 211.05us/240.66us, 4.55ms/4.35ms
# ??/3.69us, ??/3.74us, ??/3.81us, ??/3.99us
# 2.73us/3.63us, 2.73us/3.72us, 2.68us/3.68us, 2.91us/3.95us
for case in [[16, 512], [128, 512], [1024, 512], [16384, 512]]:
var count := case[0] as int
var batch := case[1] as int
# Run benchmarks
test("resolve %d nodes" % count, func():
# Setup nodes
var nodes := [] as Array[Node]
for i in count:
var node := Node.new()
node.name = "Node %d" % i
nodes.append(node)
Vest.get_tree().root.add_child.call_deferred(node)
# Wait for nodes to be in tree and register
for node in nodes:
await node.ready
identity_server.register_node(node)
benchmark("resolve by ID", func(__):
var id := (randi() % count) as int
var reference := _NetworkIdentityReference.of_id(id)
identity_server._resolve_reference(1, reference, false)
).with_batch_size(batch).with_duration(1.).run()
benchmark("resolve by name", func(__):
var id := (randi() % count) as int
var reference := _NetworkIdentityReference.of_full_name("/root/Node %d" % id)
identity_server._resolve_reference(1, reference, false)
).with_batch_size(batch).with_duration(1.).run()
# Free nodes
for node in nodes:
node.queue_free()
)
)
@@ -0,0 +1 @@
uid://cs0iapbvn2jta
@@ -0,0 +1,128 @@
extends VestTest
func get_suite_name() -> String:
return "NetworkIdentityServer"
var command_server: TestingCommandServer
var identity_server: _NetworkIdentityServer
var node: Node
var orphan_node: Node
func before_case(__):
# Makes sure local peer is 1, otherwise identifiers get random local IDs
Vest.get_tree().root.multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()
command_server = TestingCommandServer.new()
identity_server = _NetworkIdentityServer.new(command_server)
node = Node.new()
node.name = "Identified Node"
orphan_node = Node.new()
Vest.get_tree().root.add_child.call_deferred(node)
Vest.get_tree().root.add_child.call_deferred(command_server)
Vest.get_tree().root.add_child.call_deferred(identity_server)
await node.ready
await command_server.ready
await identity_server.ready
func after_case(__):
identity_server.queue_free()
command_server.queue_free()
node.queue_free()
orphan_node.queue_free()
func suite() -> void:
define("register_node()", func():
test("should register", func():
# Register node
identity_server.register_node(node)
# Assert for identifier
var identifier := identity_server._get_identifier_of(node)
expect_not_null(identifier)
expect_equal(identifier.get_full_name(), "/root/Identified Node")
)
test("should fail on node node in tree", func():
# Register node
identity_server.register_node(orphan_node)
# Assert for identifier
var identifier := identity_server._get_identifier_of(orphan_node)
expect_null(identifier)
)
)
define("deregister_node()", func():
test("should remove known", func():
# Register node
identity_server.register_node(node)
expect_not_null(identity_server._get_identifier_of(node))
# Deregister
identity_server.deregister_node(node)
expect_null(identity_server._get_identifier_of(node))
)
test("should do nothing on unknown", func():
identity_server.deregister_node(orphan_node)
expect_null(identity_server._get_identifier_of(orphan_node))
)
)
define("flush_queue()", func():
test("should send ids", func():
# Register node
identity_server.register_node(node)
var identifier := identity_server._get_identifier_of(node)
var full_name := identifier.get_full_name()
# Try and resolve some unknown identities
identity_server._resolve_reference(2, identifier.reference_for(2))
identity_server._resolve_reference(3, identifier.reference_for(3))
# Flush queue
identity_server.flush_queue()
# Check commands sent
expect_equal(command_server.commands_sent.size(), 2)
for i in command_server.commands_sent.size():
var command := command_server.commands_sent[i]
expect_equal(command[0], 0) # Command id
expect_equal(command[2], 2 + i) # Peer
expect_equal(command[3], MultiplayerPeer.TRANSFER_MODE_RELIABLE)
)
)
define("_resolve_reference()", func():
test("should return by id", func():
# Register node
identity_server.register_node(node)
var identifier := identity_server._get_identifier_of(node)
# Resolve
var reference := _NetworkIdentityReference.of_id(identifier.get_local_id())
expect_equal(identity_server._resolve_reference(1, reference), identifier)
)
test("should return by name", func():
# Register node
identity_server.register_node(node)
var identifier := identity_server._get_identifier_of(node)
# Resolve
var reference := _NetworkIdentityReference.of_full_name(identifier.get_full_name())
expect_equal(identity_server._resolve_reference(1, reference), identifier)
)
test("should return null on unknown", func():
var reference := _NetworkIdentityReference.of_full_name("Unknown Node")
expect_null(identity_server._resolve_reference(1, reference))
)
)
@@ -0,0 +1 @@
uid://si105rtl84q6
@@ -0,0 +1,58 @@
extends VestTest
func get_suite_name() -> String:
return "NetworkSynchronizationServer"
var servers: TestingServers
func before_case(__):
# Makes sure local peer is 1, otherwise identifiers get random local IDs
Vest.get_tree().root.multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()
servers = await TestingServers.create()
servers.synchronization_server()._rb_enable_input_broadcast = true # Force input broadcast
func after_case(__):
servers.queue_free()
func suite() -> void:
define("synchronize_input()", func():
test("should submit owned", func():
var owned_node := await get_node()
var other_node := await get_node()
other_node.set_multiplayer_authority(2)
servers.history_server().register_rollback_input(owned_node, "position")
servers.history_server().register_rollback_input(other_node, "position")
servers.synchronization_server().register_rollback_input(owned_node, "position")
servers.synchronization_server().register_rollback_input(other_node, "position")
servers.history_server()._record_rollback_input(0)
servers.synchronization_server()._synchronize_input(0)
skip() # Somehow setup a live client-server connection
)
)
define("synchronize_state()", func():
test("should submit owned", func():
skip()
)
)
define("synchronize_sync_state()", func():
test("should submit owned", func():
skip()
)
)
func get_node(name: String = "") -> Node3D:
var node := Node3D.new()
Vest.get_tree().root.add_child.call_deferred(node)
await node.ready
if name: node.name = name
return node
@@ -0,0 +1 @@
uid://csdkme0ex4dxl
@@ -0,0 +1,114 @@
extends VestTest
func get_suite_name() -> String:
return "RollbackSimulationServer"
func before_case(__):
# Makes sure local peer is 1, otherwise identifiers get random local IDs
Vest.get_tree().root.multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()
func suite() -> void:
define("is_predicting()", func():
test("should predict non-owned node", func():
var state_node := await get_node()
var input_node := await get_node()
var input_snapshot := _Snapshot.of(1, [[input_node, "name", "Input"]], [])
state_node.set_multiplayer_authority(2)
RollbackSimulationServer.register_rollback_input_for(state_node, input_node)
expect(RollbackSimulationServer._is_predicting(input_snapshot, state_node))
)
test("should predict owned node without input", func():
var input_snapshot := _Snapshot.new(0)
var state_node := await get_node()
var input_node := await get_node()
RollbackSimulationServer.register_rollback_input_for(state_node, input_node)
expect(RollbackSimulationServer._is_predicting(input_snapshot, state_node))
)
test("should predict non-owned inputless", func():
var input_snapshot := _Snapshot.new(0)
var state_node := await get_node()
state_node.set_multiplayer_authority(2)
expect(RollbackSimulationServer._is_predicting(input_snapshot, state_node))
)
test("should not predict owned inputless", func():
var input_snapshot := _Snapshot.new(0)
var state_node := await get_node()
expect_not(RollbackSimulationServer._is_predicting(input_snapshot, state_node))
)
test("should not predict owned with input", func():
var state_node := await get_node()
var input_node := await get_node()
var input_snapshot := _Snapshot.of(1, [[input_node, "name", "Input"]], [input_node])
RollbackSimulationServer.register_rollback_input_for(state_node, input_node)
expect_not(RollbackSimulationServer._is_predicting(input_snapshot, state_node))
)
)
define("get_nodes_to_simulate()", func():
test("should not simulate without input", func():
var node := RewindableNode.new()
var input_node := Node.new()
var server := _RollbackSimulationServer.new()
server.register(node._rollback_tick)
server.register_rollback_input_for(node, input_node)
var snapshot := _Snapshot.new(1)
expect_empty(server._get_nodes_to_simulate(snapshot))
)
test("should simulate with input", func():
var node := RewindableNode.new()
var input_node := Node.new()
var server := _RollbackSimulationServer.new()
server.register(node._rollback_tick)
server.register_rollback_input_for(node, input_node)
var snapshot := _Snapshot.new(1)
snapshot.set_property(input_node, "editor_description", "Test input node")
snapshot.set_auth(input_node, true)
expect_equal(server._get_nodes_to_simulate(snapshot), [node])
)
test("should simulate mutated", func():
var node := RewindableNode.new()
var input_node := Node.new()
var server := _RollbackSimulationServer.new()
server.register(node._rollback_tick)
server.register_rollback_input_for(node, input_node)
var snapshot := _Snapshot.new(1)
NetworkRollback.mutate(node)
expect_equal(server._get_nodes_to_simulate(snapshot), [node])
)
)
class RewindableNode extends Node:
func _rollback_tick(_dt, _t, _if) -> void:
pass
func get_node() -> Node:
var node := Node.new()
Vest.get_tree().root.add_child.call_deferred(node)
await node.ready
return node
@@ -0,0 +1 @@
uid://bxv65630oy2jj
@@ -0,0 +1,7 @@
extends _NetworkCommandServer
class_name TestingCommandServer
var commands_sent := [] as Array[Array]
func send_command(idx: int, data: PackedByteArray, target_peer: int = 0, mode: MultiplayerPeer.TransferMode = MultiplayerPeer.TRANSFER_MODE_RELIABLE, channel: int = 0) -> void:
commands_sent.append([idx, data, target_peer, mode, channel])
@@ -0,0 +1 @@
uid://dch0o2dsb4bv1
+52
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@@ -0,0 +1,52 @@
extends Node
class_name TestingServers
var _command_server: CommandServer
var _identity_server: _NetworkIdentityServer
var _history_server: _NetworkHistoryServer
var _synchronization_server: _NetworkSynchronizationServer
var _simulation_server: _RollbackSimulationServer
static func create() -> TestingServers:
var servers := TestingServers.new()
Vest.get_tree().root.add_child.call_deferred(servers)
await servers.ready
return servers
func _ready():
_command_server = CommandServer.new()
_history_server = _NetworkHistoryServer.new()
_identity_server = _NetworkIdentityServer.new(_command_server)
_synchronization_server = _NetworkSynchronizationServer.new(_command_server, _history_server, _identity_server, _simulation_server)
_simulation_server = _RollbackSimulationServer.new(_history_server)
var servers := [_command_server, _history_server, _identity_server, _synchronization_server, _simulation_server]
for server in servers:
add_child.call_deferred(server)
for server in servers:
await server.ready
func command_server() -> CommandServer:
return _command_server
func identity_server() -> _NetworkIdentityServer:
return _identity_server
func history_server() -> _NetworkHistoryServer:
return _history_server
func synchronization_server() -> _NetworkSynchronizationServer:
return _synchronization_server
func simulation_server() -> _RollbackSimulationServer:
return _simulation_server
class CommandServer extends _NetworkCommandServer:
var commands_sent := [] as Array[Array]
func send_command(idx: int, data: PackedByteArray, target_peer: int = 0, mode: MultiplayerPeer.TransferMode = MultiplayerPeer.TRANSFER_MODE_RELIABLE, channel: int = 0) -> void:
commands_sent.append([idx, data, target_peer, mode, channel])
@@ -0,0 +1 @@
uid://b0xnh4u80f7ux