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 _RingBuffer
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var _data: Array
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var _capacity: int
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var _size: int = 0
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var _head: int = 0
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func _init(p_capacity: int):
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_capacity = p_capacity
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_data = []
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_data.resize(p_capacity)
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func push(item):
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_data[_head] = item
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_size += 1
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_head = (_head + 1) % _capacity
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func get_data() -> Array:
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if _size < _capacity:
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return _data.slice(0, _size)
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else:
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return _data
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func size() -> int:
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return _size
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func is_empty() -> bool:
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return _size == 0
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func clear():
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_size = 0
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_head = 0
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