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 RewindableRandomNumberGenerator
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## Provides methods for generating pseudo-random numbers in the rollback tick
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## loop.
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##
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## Using a regular [RandomNumberGenerator] in [code]_rollback_tick()[/code]
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## would generate different numbers on each peer. It also generates different
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## numbers when resimulating the same tick.
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## [br][br]
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## This class solves all of the above, making it suitable for use during
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## rollback.
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## [br][br]
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## The seed must be provided on instantiation, and must be the same on all peers
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## for the random number generator to work properly.
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##
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## @tutorial(RewindableRandomNumberGenerator Guide): https://foxssake.github.io/netfox/latest/netfox.extras/guides/rewindable-random-number-generator/
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var _rng: RandomNumberGenerator
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var _last_reset_tick := -1
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var _last_reset_rollback_tick := -1
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static var _logger := NetfoxLogger._for_extras("RewindableRandomNumberGenerator")
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func _init(p_seed: int):
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_rng = RandomNumberGenerator.new()
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_rng.set_seed(p_seed)
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## Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code]
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## (inclusive).
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func randf() -> float:
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_ensure_state()
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return _rng.randf()
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## Returns a pseudo-random float between [code]from[/code] and [code]to[/code]
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## (inclusive).
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func randf_range(from: float, to: float) -> float:
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_ensure_state()
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return _rng.randf_range(from, to)
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## Returns a normally-distributed, pseudo-random floating-point number from the
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## specified [code]mean[/code] and a standard [code]deviation[/code]. This is
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## also known as a Gaussian distribution.
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func randfn(mean: float = 0.0, deviation: float = 1.0) -> float:
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_ensure_state()
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return _rng.randfn(mean, deviation)
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## Returns a pseudo-random 32-bit unsigned integer between [code]0[/code] and
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## [code]4294967295[/code] (inclusive).
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func randi() -> int:
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_ensure_state()
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return _rng.randi()
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## Returns a pseudo-random 32-bit unsigned integer between [code]from[/code] and
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## [code]to[/code] (inclusive).
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func randi_range(from: int, to: int) -> int:
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_ensure_state()
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return _rng.randi_range(from, to)
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func _ensure_state() -> void:
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if NetworkTime.tick == _last_reset_tick and NetworkRollback.tick == _last_reset_rollback_tick:
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# State already has been set
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return
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if NetworkRollback.is_rollback():
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_rng.state = hash([_rng.seed, NetworkRollback.tick])
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else:
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_rng.state = hash([_rng.seed, NetworkTime.tick])
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_last_reset_rollback_tick = NetworkRollback.tick
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_last_reset_tick = NetworkTime.tick
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