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:
2026-07-02 17:38:50 -04:00
parent e2dc429caa
commit e7299b17e9
3237 changed files with 523530 additions and 18 deletions
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extends Node2D
class_name NetworkWeapon2D
## A 2D-specific implementation of [NetworkWeapon].
## Distance to consider too large during reconciliation checks.
@export var distance_threshold: float = 1.0
var _weapon: _NetworkWeaponProxy
func can_fire() -> bool:
return _weapon.can_fire()
func fire() -> Node2D:
return _weapon.fire()
func get_fired_tick() -> int:
return _weapon.get_fired_tick()
func _init():
_weapon = _NetworkWeaponProxy.new()
add_child(_weapon, true, INTERNAL_MODE_BACK)
_weapon.owner = self
_weapon.c_can_fire = _can_fire
_weapon.c_can_peer_use = _can_peer_use
_weapon.c_after_fire = _after_fire
_weapon.c_spawn = _spawn
_weapon.c_get_data = _get_data
_weapon.c_apply_data = _apply_data
_weapon.c_is_reconcilable = _is_reconcilable
_weapon.c_reconcile = _reconcile
## See [NetworkWeapon]
func _can_fire() -> bool:
return false
## See [NetworkWeapon]
func _can_peer_use(peer_id: int) -> bool:
return true
## See [NetworkWeapon]
func _after_fire(projectile: Node2D):
pass
## See [NetworkWeapon]
func _spawn() -> Node2D:
return null
func _get_data(projectile: Node2D) -> Dictionary:
return {
"global_transform": projectile.global_transform
}
func _apply_data(projectile: Node2D, data: Dictionary):
projectile.global_transform = data["global_transform"]
func _is_reconcilable(projectile: Node2D, request_data: Dictionary, local_data: Dictionary) -> bool:
var req_transform = request_data["global_transform"] as Transform2D
var loc_transform = local_data["global_transform"] as Transform2D
var request_pos = req_transform.origin
var local_pos = loc_transform.origin
return request_pos.distance_to(local_pos) < distance_threshold
func _reconcile(projectile: Node2D, local_data: Dictionary, remote_data: Dictionary):
var local_transform = local_data["global_transform"] as Transform2D
var remote_transform = remote_data["global_transform"] as Transform2D
var relative_transform = projectile.global_transform * local_transform.inverse()
var final_transform = remote_transform * relative_transform
projectile.global_transform = final_transform
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extends Node3D
class_name NetworkWeapon3D
## A 3D-specific implementation of [NetworkWeapon].
## Distance to consider too large during reconciliation checks.
@export var distance_threshold: float = 1.0
var _weapon: _NetworkWeaponProxy
func can_fire() -> bool:
return _weapon.can_fire()
func fire() -> Node3D:
return _weapon.fire()
func get_fired_tick() -> int:
return _weapon.get_fired_tick()
func _init():
_weapon = _NetworkWeaponProxy.new()
add_child(_weapon, true, INTERNAL_MODE_BACK)
_weapon.owner = self
_weapon.c_can_fire = _can_fire
_weapon.c_can_peer_use = _can_peer_use
_weapon.c_after_fire = _after_fire
_weapon.c_spawn = _spawn
_weapon.c_get_data = _get_data
_weapon.c_apply_data = _apply_data
_weapon.c_is_reconcilable = _is_reconcilable
_weapon.c_reconcile = _reconcile
## See [NetworkWeapon]
func _can_fire() -> bool:
return false
## See [NetworkWeapon]
func _can_peer_use(peer_id: int) -> bool:
return true
## See [NetworkWeapon]
func _after_fire(projectile: Node3D):
pass
## See [NetworkWeapon]
func _spawn() -> Node3D:
return null
func _get_data(projectile: Node3D) -> Dictionary:
return {
"global_transform": projectile.global_transform
}
func _apply_data(projectile: Node3D, data: Dictionary):
projectile.global_transform = data["global_transform"]
func _is_reconcilable(projectile: Node3D, request_data: Dictionary, local_data: Dictionary) -> bool:
var req_transform = request_data["global_transform"] as Transform3D
var loc_transform = local_data["global_transform"] as Transform3D
var request_pos = req_transform.origin
var local_pos = loc_transform.origin
return request_pos.distance_to(local_pos) < distance_threshold
func _reconcile(projectile: Node3D, local_data: Dictionary, remote_data: Dictionary):
var local_transform = local_data["global_transform"] as Transform3D
var remote_transform = remote_data["global_transform"] as Transform3D
var relative_transform = projectile.global_transform * local_transform.inverse()
var final_transform = remote_transform * relative_transform
projectile.global_transform = final_transform
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extends Node3D
class_name NetworkWeaponHitscan3D
## A 3D-specific implementation of a networked hitscan (raycast) weapon.
## Maximum distance to cast the ray
@export var max_distance: float = 1000.0
## Mask used to detect raycast hits
@export_flags_3d_physics var collision_mask: int = 0xFFFFFFFF
## Colliders excluded from raycast hits
@export var exclude: Array[RID] = []
var _weapon: _NetworkWeaponProxy
## Try to fire the weapon and return the projectile.
## [br][br]
## Returns true if the weapon was fired.
func fire() -> bool:
if not can_fire():
return false
_apply_data(_get_data())
_after_fire()
return true
## Check whether this weapon can be fired.
func can_fire() -> bool:
return _weapon.can_fire()
func _init():
_weapon = _NetworkWeaponProxy.new()
add_child(_weapon, true, INTERNAL_MODE_BACK)
_weapon.owner = self
_weapon.c_can_fire = _can_fire
_weapon.c_can_peer_use = _can_peer_use
_weapon.c_after_fire = _after_fire
_weapon.c_spawn = _spawn
_weapon.c_get_data = _get_data
_weapon.c_apply_data = _apply_data
_weapon.c_is_reconcilable = _is_reconcilable
_weapon.c_reconcile = _reconcile
## Override this method with your own can fire logic.
## [br][br]
## See [NetworkWeapon].
func _can_fire() -> bool:
return true
## Override this method to check if a given peer can use this weapon.
## [br][br]
## See [NetworkWeapon].
func _can_peer_use(peer_id: int) -> bool:
return true
## Override this method to run any logic needed after successfully firing the
## weapon.
## [br][br]
## See [NetworkWeapon].
func _after_fire():
pass
func _spawn():
# No projectile is spawned for a hitscan weapon.
pass
func _get_data() -> Dictionary:
# Collect data needed to synchronize the firing event.
return {
"origin": global_transform.origin,
"direction": -global_transform.basis.z # Assuming forward direction.
}
func _apply_data(data: Dictionary):
# Reproduces the firing event on all peers.
var origin = data["origin"] as Vector3
var direction = data["direction"] as Vector3
# Perform the raycast from origin in the given direction.
var space_state = get_world_3d().direct_space_state
# Create a PhysicsRayQueryParameters3D object.
var ray_params = PhysicsRayQueryParameters3D.new()
ray_params.from = origin
ray_params.to = origin + direction * max_distance
# Set collision masks or exclude objects:
ray_params.collision_mask = collision_mask
ray_params.exclude = exclude
var result = space_state.intersect_ray(ray_params)
if result:
# Handle the hit result, such as spawning hit effects.
_on_hit(result)
# Play firing effects on all peers.
_on_fire()
func _is_reconcilable(request_data: Dictionary, local_data: Dictionary) -> bool:
# Always reconcilable
return true
func _reconcile(local_data: Dictionary, remote_data: Dictionary):
# Nothing to do on reconcile
pass
## Override to implement raycast hit logic.
## [br][br]
## The parameter is the result of a
## [method PhysicsDirectSpaceState3D.intersect_ray] call.
func _on_hit(result: Dictionary):
# Implement hit effect logic here.
# var hit_position = result.position
# var hit_normal = result.normal
# var collider = result.collider
# For example, you might emit a signal or instantiate a hit effect scene:
# emit_signal("hit_detected", hit_position, hit_normal, collider)
pass
## Override to implement firing effects, like muzzle flash or sound.
func _on_fire():
# Implement firing effect logic here.
pass
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extends NetworkWeapon
class_name _NetworkWeaponProxy
var c_can_fire: Callable
var c_can_peer_use: Callable
var c_after_fire: Callable
var c_spawn: Callable
var c_get_data: Callable
var c_apply_data: Callable
var c_is_reconcilable: Callable
var c_reconcile: Callable
func _can_fire() -> bool:
return c_can_fire.call()
func _can_peer_use(peer_id: int) -> bool:
return c_can_peer_use.call(peer_id)
func _after_fire(projectile: Node):
c_after_fire.call(projectile)
func _spawn() -> Node:
return c_spawn.call()
func _get_data(projectile: Node) -> Dictionary:
return c_get_data.call(projectile)
func _apply_data(projectile: Node, data: Dictionary):
c_apply_data.call(projectile, data)
func _is_reconcilable(projectile: Node, request_data: Dictionary, local_data: Dictionary) -> bool:
return c_is_reconcilable.call(projectile, request_data, local_data)
func _reconcile(projectile: Node, local_data: Dictionary, remote_data: Dictionary):
c_reconcile.call(projectile, local_data, remote_data)
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extends Node
class_name NetworkWeapon
## Base class for creating responsive weapons, by spawning projectiles locally,
## but keeping control on the server.
var _projectiles: Dictionary = {}
var _projectile_data: Dictionary = {}
var _reconcile_buffer: Array = []
var _rng: RandomNumberGenerator = RandomNumberGenerator.new()
var _fired_tick: int = -1
static var _logger: NetfoxLogger = NetfoxLogger._for_extras("NetworkWeapon")
func _ready():
_rng.randomize()
NetworkTime.before_tick_loop.connect(_before_tick_loop)
## Check whether this weapon can be fired.
func can_fire() -> bool:
return _can_fire()
## Try to fire the weapon and return the projectile.
## [br][br]
## Returns null if the weapon can't be fired.
func fire() -> Node:
if not can_fire():
return null
var id: String = _generate_id()
var projectile = _spawn()
_save_projectile(projectile, id)
var data = _projectile_data[id]
if not is_multiplayer_authority():
_request_projectile.rpc_id(get_multiplayer_authority(), id, NetworkTime.tick, data)
else:
_accept_projectile.rpc(id, NetworkTime.tick, data)
_logger.debug("Calling after fire hook for %s", [projectile.name])
_fired_tick = NetworkTime.tick
_after_fire(projectile)
return projectile
## Get the tick when the weapon was fired.
## [br][br]
## Whenever a weapon gets fired, it takes time for that event to be transmitted
## to the server. To account for this latency, the exact tick is sent along
## with other data, so weapon implementations can compensate for the latency.
## [br][br]
## One way to use this is to manually simulate the projectile after it's
## created:
## [codeblock]
## func _after_fire(projectile: Node3D):
## last_fire = get_fired_tick()
## sound.play()
##
## for t in range(get_fired_tick(), NetworkTime.tick):
## if projectile.is_queued_for_deletion():
## break
## projectile._tick(NetworkTime.ticktime, t)
## [/codeblock]
func get_fired_tick() -> int:
return _fired_tick
## Override this method with your own can fire logic.
## [br][br]
## This can be used to implement e.g. firing cooldowns and ammo checks.
func _can_fire() -> bool:
return false
## Override this method to check if a given peer can use this weapon.
## [br][br]
## Usually this should check if the weapon's owner is trying to fire it, but
## for some special cases this can be some different logic, e.g. weapons that
## can be used by any player on a given team.
func _can_peer_use(peer_id: int) -> bool:
return true
## Override this method to run any logic needed after successfully firing the
## weapon.
## [br][br]
## This can be used to e.g. reset the firing cooldown or deduct ammo.
func _after_fire(projectile: Node):
pass
## Override this method to spawn and initialize a projectile.
## [br][br]
## Make sure to return the projectile spawned!
func _spawn() -> Node:
return null
## Override this method to extract projectile data that should be synchronized
## over the network.
## [br][br]
## This will be captured both locally and on the server, and will be used for
## reconciliation.
func _get_data(projectile: Node) -> Dictionary:
return {}
## Override this method to apply projectile data that should be synchronized
## over the network.
## [br][br]
## This is used in cases where some other client fires a weapon and the server
## instructs us to spawn a projectile for it.
func _apply_data(projectile: Node, data: Dictionary):
pass
## Override this method to check if two projectile states can be reconciled.
## [br][br]
## This can be used to prevent cheating, for example by not allowing the client
## to say it's firing from the other side of the map compared to its actual
## position.
## [br][br]
## When this method returns false, the server will decline the projectile
## request.
func _is_reconcilable(projectile: Node, request_data: Dictionary, local_data: Dictionary) -> bool:
return true
## Override this method to reconcile the initial local and remote projectile
## state.
## [br][br]
## Let's say the projectile travels in a straight line from its origin, but we
## receive a different origin from the server. In this reconciliation step,
## the projectile's position can be adjusted to account for the different origin.
## [br][br]
## Unless the use case is niche, the best practice is to consider the server's
## state as authorative.
func _reconcile(projectile: Node, local_data: Dictionary, remote_data: Dictionary):
pass
func _save_projectile(projectile: Node, id: String, data: Dictionary = {}):
_projectiles[id] = projectile
projectile.name += " " + id
projectile.set_multiplayer_authority(get_multiplayer_authority())
if data.is_empty():
data = _get_data(projectile)
_projectile_data[id] = data
func _before_tick_loop():
# Reconcile projectiles
for recon in _reconcile_buffer:
var projectile = recon[0]
var local_data = recon[1]
var response_data = recon[2]
var projectile_id = recon[3]
if is_instance_valid(projectile):
_reconcile(projectile, local_data, response_data)
else:
_logger.warning("Projectile %s vanished by the time of reconciliation!", [projectile_id])
_reconcile_buffer.clear()
func _generate_id(length: int = 12, charset: String = "abcdefghijklmnopqrstuvwxyz0123456789") -> String:
var result = ""
# Generate a random ID
for i in range(length):
var idx = _rng.randi_range(0, charset.length() - 1)
result += charset[idx]
return result
@rpc("any_peer", "reliable", "call_remote")
func _request_projectile(id: String, tick: int, request_data: Dictionary):
var sender = multiplayer.get_remote_sender_id()
# Reject if sender can't use this input
_fired_tick = tick
if not _can_peer_use(sender) or not _can_fire():
_decline_projectile.rpc_id(sender, id)
_logger.error("Projectile %s rejected! Peer %s can't use this weapon now", [id, sender])
return
# Validate incoming data
var projectile = _spawn()
var local_data: Dictionary = _get_data(projectile)
if not _is_reconcilable(projectile, request_data, local_data):
projectile.queue_free()
_decline_projectile.rpc_id(sender, id)
_logger.error("Projectile %s rejected! Can't reconcile states: [%s, %s]", [id, request_data, local_data])
return
_save_projectile(projectile, id, local_data)
_accept_projectile.rpc(id, tick, local_data)
_after_fire(projectile)
@rpc("authority", "reliable", "call_local")
func _accept_projectile(id: String, tick: int, response_data: Dictionary):
if multiplayer.get_unique_id() == multiplayer.get_remote_sender_id():
# Projectile is local, nothing to do
return
_logger.info("Accepting projectile %s from %s", [id, multiplayer.get_remote_sender_id()])
if _projectiles.has(id):
var projectile = _projectiles[id]
var local_data = _projectile_data[id]
_reconcile_buffer.push_back([projectile, local_data, response_data, id])
else:
_fired_tick = tick
var projectile = _spawn()
_apply_data(projectile, response_data)
_projectile_data.erase(id)
_save_projectile(projectile, id, response_data)
_after_fire(projectile)
@rpc("authority", "reliable", "call_remote")
func _decline_projectile(id: String):
if not _projectiles.has(id):
return
var p = _projectiles[id]
if is_instance_valid(p):
p.queue_free()
_projectiles.erase(id)
_projectile_data.erase(id)
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