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)
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extends RefCounted
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class_name PropertyEntry
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var _path: String
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var node: Node
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var property: String
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static var _logger := NetfoxLogger._for_netfox("PropertyEntry")
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func get_value() -> Variant:
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return node.get_indexed(property)
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func set_value(value):
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node.set_indexed(property, value)
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func is_valid() -> bool:
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if not node or not is_instance_valid(node):
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# Node is invalid
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return false
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# Return true if node has given property
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return node.get_property_list()\
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.any(func(it): return it["name"] == property)
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func _to_string() -> String:
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return _path
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static func parse(root: Node, path: String) -> PropertyEntry:
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var result = PropertyEntry.new()
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result.node = root.get_node(NodePath(path))
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result.property = path.erase(0, path.find(":") + 1)
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result._path = path
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return result
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static func make_path(root: Node, node: Variant, property: String) -> String:
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var node_path := ""
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if node is String:
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node_path = node
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elif node is NodePath:
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node_path = str(node)
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elif node is Node:
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node_path = str(root.get_path_to(node))
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else:
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_logger.error("Can't stringify node reference: %s", [node])
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return ""
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if node_path == ".":
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node_path = ""
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return "%s:%s" % [node_path, property]
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