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 Node3D
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class_name NetworkWeapon3D
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## A 3D-specific implementation of [NetworkWeapon].
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## Distance to consider too large during reconciliation checks.
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@export var distance_threshold: float = 1.0
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var _weapon: _NetworkWeaponProxy
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func can_fire() -> bool:
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return _weapon.can_fire()
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func fire() -> Node3D:
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return _weapon.fire()
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func get_fired_tick() -> int:
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return _weapon.get_fired_tick()
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func _init():
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_weapon = _NetworkWeaponProxy.new()
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add_child(_weapon, true, INTERNAL_MODE_BACK)
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_weapon.owner = self
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_weapon.c_can_fire = _can_fire
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_weapon.c_can_peer_use = _can_peer_use
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_weapon.c_after_fire = _after_fire
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_weapon.c_spawn = _spawn
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_weapon.c_get_data = _get_data
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_weapon.c_apply_data = _apply_data
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_weapon.c_is_reconcilable = _is_reconcilable
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_weapon.c_reconcile = _reconcile
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## See [NetworkWeapon]
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func _can_fire() -> bool:
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return false
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## See [NetworkWeapon]
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func _can_peer_use(peer_id: int) -> bool:
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return true
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## See [NetworkWeapon]
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func _after_fire(projectile: Node3D):
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pass
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## See [NetworkWeapon]
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func _spawn() -> Node3D:
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return null
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func _get_data(projectile: Node3D) -> Dictionary:
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return {
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"global_transform": projectile.global_transform
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}
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func _apply_data(projectile: Node3D, data: Dictionary):
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projectile.global_transform = data["global_transform"]
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func _is_reconcilable(projectile: Node3D, request_data: Dictionary, local_data: Dictionary) -> bool:
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var req_transform = request_data["global_transform"] as Transform3D
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var loc_transform = local_data["global_transform"] as Transform3D
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var request_pos = req_transform.origin
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var local_pos = loc_transform.origin
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return request_pos.distance_to(local_pos) < distance_threshold
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func _reconcile(projectile: Node3D, local_data: Dictionary, remote_data: Dictionary):
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var local_transform = local_data["global_transform"] as Transform3D
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var remote_transform = remote_data["global_transform"] as Transform3D
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var relative_transform = projectile.global_transform * local_transform.inverse()
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var final_transform = remote_transform * relative_transform
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projectile.global_transform = final_transform
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