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 _RollbackHistoryRecorder
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# Provided externally by RBS
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var _state_history: _PropertyHistoryBuffer
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var _input_history: _PropertyHistoryBuffer
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var _state_property_config: _PropertyConfig
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var _input_property_config: _PropertyConfig
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var _property_cache: PropertyCache
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var _latest_state_tick: int
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var _skipset: _Set
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func configure(
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p_state_history: _PropertyHistoryBuffer, p_input_history: _PropertyHistoryBuffer,
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p_state_property_config: _PropertyConfig, p_input_property_config: _PropertyConfig,
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p_property_cache: PropertyCache,
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p_skipset: _Set
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) -> void:
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_state_history = p_state_history
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_input_history = p_input_history
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_state_property_config = p_state_property_config
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_input_property_config = p_input_property_config
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_property_cache = p_property_cache
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_skipset = p_skipset
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func set_latest_state_tick(p_latest_state_tick: int) -> void:
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_latest_state_tick = p_latest_state_tick
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func apply_state(tick: int) -> void:
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# Apply state for tick
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var state = _state_history.get_history(tick)
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state.apply(_property_cache)
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func apply_display_state() -> void:
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apply_state(NetworkRollback.display_tick)
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func apply_tick(tick: int) -> void:
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var state := _state_history.get_history(tick)
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var input := _input_history.get_history(tick)
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state.apply(_property_cache)
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input.apply(_property_cache)
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func trim_history() -> void:
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# Trim history
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_state_history.trim()
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_input_history.trim()
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func record_input(tick: int) -> void:
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# Record input
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if not _get_recorded_input_props().is_empty():
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var input = _PropertySnapshot.extract(_get_recorded_input_props())
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var input_tick: int = tick + NetworkRollback.input_delay
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_input_history.set_snapshot(input_tick, input)
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func record_state(tick: int) -> void:
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# Record state for specified tick ( current + 1 )
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# Check if any of the managed nodes were mutated
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var is_mutated := _get_recorded_state_props().any(func(pe):
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return NetworkRollback.is_mutated(pe.node, tick - 1))
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var record_state := _PropertySnapshot.extract(_get_state_props_to_record(tick))
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if record_state.size():
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var merge_state := _state_history.get_history(tick - 1)
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_state_history.set_snapshot(tick, merge_state.merge(record_state))
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func _should_record_tick(tick: int) -> bool:
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if _get_recorded_state_props().is_empty():
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# Don't record tick if there's no props to record
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return false
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if _get_recorded_state_props().any(func(pe):
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return NetworkRollback.is_mutated(pe.node, tick - 1)):
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# If there's any node that was mutated, there's something to record
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return true
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# Otherwise, record only if we don't have authoritative state for the tick
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return tick > _latest_state_tick
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func _get_state_props_to_record(tick: int) -> Array[PropertyEntry]:
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if not _should_record_tick(tick):
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return []
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if _skipset.is_empty():
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return _get_recorded_state_props()
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return _get_recorded_state_props().filter(func(pe): return _should_record_property(pe, tick))
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func _should_record_property(property_entry: PropertyEntry, tick: int) -> bool:
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if NetworkRollback.is_mutated(property_entry.node, tick - 1):
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return true
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if _skipset.has(property_entry.node):
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return false
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return true
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# =============================================================================
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# Shared utils, extract later
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func _get_recorded_state_props() -> Array[PropertyEntry]:
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return _state_property_config.get_properties()
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func _get_owned_state_props() -> Array[PropertyEntry]:
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return _state_property_config.get_owned_properties()
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func _get_recorded_input_props() -> Array[PropertyEntry]:
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return _input_property_config.get_owned_properties()
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func _get_owned_input_props() -> Array[PropertyEntry]:
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return _input_property_config.get_owned_properties()
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