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 Object
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class_name _NetfoxEditorUtils
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static func gather_properties(root: Node, callback_name: String, handler: Callable) -> Array[String]:
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var result: Array[String] = []
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var nodes: Array[Node] = root.find_children("*")
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nodes.push_front(root)
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for node in nodes:
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if not node.has_method(callback_name):
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continue
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var readable_node_name := "\"%s\" (\"%s\")" % [node.name, root.get_path_to(node)]
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if node.get(callback_name) == null:
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result.push_back("Can't grab method \"%s\" from node %s! Is it a @tool?" % [callback_name, readable_node_name])
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continue
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var props = node.get(callback_name).call()
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if not props is Array:
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result.push_back("Node %s didn't return an array on calling \"%s\"" % [readable_node_name, callback_name])
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continue
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for prop in props:
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if prop is String:
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# Property is a string, meaning property path relative to node
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handler.call(node, prop)
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elif prop is Array and prop.size() >= 2:
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# Property is a node-property tuple
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var prop_node: Node = null
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# Node can be a String, NodePath, or an actual Node
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if prop[0] is String or prop[0] is NodePath:
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prop_node = node.get_node(prop[0])
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elif prop[0] is Node:
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prop_node = prop[0]
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else:
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result.push_back("Node %s specified invalid node in \"%s\": %s" % [readable_node_name, callback_name, prop])
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continue
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handler.call(prop_node, prop[1])
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else:
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result.push_back("Node %s specified invalid property in \"%s\": %s" % [readable_node_name, callback_name, prop])
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return result
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