Phase 7: netfox + godot-jolt stack upgrade
Stack installed: - netfox v1.35.3 (core + extras + noray + internals) - godot-jolt v0.16.0-stable Architecture: - Server: ENet transport (works headless, no netfox deps) - Client/Editor: netfox rollback (RollbackSynchronizer, TickInterpolator) New/modified: - docs/migration-netfox-plan.md — migration architecture - scripts/network/network_manager.gd — netfox-aware ENet fallback - scripts/network/player.gd — clean base player - client/characters/player_netfox.gd — rollback player w/ WeaponManager - client/characters/input/player_net_input.gd — BaseNetInput subclass - client/characters/character/fps_character_controller.gd — netfox input feed - client/weapons/ — weapon data, registry, TacticalWeaponHitscan, WeaponManager - client/scripts/round_replicator.gd — client-side round state bridge - server/scripts/round_manager.gd — improved state machine - server/scripts/plugin_api/plugin_manager.gd — refined plugin system - config: enemy_tag, ally_tag for meatball targeting Removed: old C++ SimulationServer GDExtension (replaced by netfox rollback)
This commit is contained in:
@@ -0,0 +1,36 @@
|
||||
extends RefCounted
|
||||
class_name _PropertyConfig
|
||||
|
||||
var _properties: Array[PropertyEntry] = []
|
||||
var _auth_properties: Dictionary = {} # Peer (int) to owned properties (Array[PropertyEntry])
|
||||
|
||||
var local_peer_id: int
|
||||
|
||||
func clear() -> void:
|
||||
_properties.clear()
|
||||
_auth_properties.clear()
|
||||
|
||||
func set_properties(p_properties: Array[PropertyEntry]) -> void:
|
||||
clear()
|
||||
_properties.assign(p_properties)
|
||||
|
||||
func set_properties_from_paths(property_paths: Array[String], property_cache: PropertyCache) -> void:
|
||||
clear()
|
||||
for path in property_paths:
|
||||
_properties.append(property_cache.get_entry(path))
|
||||
|
||||
func get_properties() -> Array[PropertyEntry]:
|
||||
return _properties
|
||||
|
||||
func get_owned_properties() -> Array[PropertyEntry]:
|
||||
return get_properties_owned_by(local_peer_id)
|
||||
|
||||
func get_properties_owned_by(peer: int) -> Array[PropertyEntry]:
|
||||
if not _auth_properties.has(peer):
|
||||
var owned_properties: Array[PropertyEntry] = []
|
||||
for property_entry in _properties:
|
||||
if property_entry.node.get_multiplayer_authority() == peer:
|
||||
owned_properties.append(property_entry)
|
||||
_auth_properties[peer] = owned_properties
|
||||
|
||||
return _auth_properties[peer]
|
||||
Reference in New Issue
Block a user