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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## WeaponData — resource containing all stats for a weapon.
##
## Used by the weapon system to configure damage, fire rate, recoil,
## economy pricing, and team restrictions.
##
## This is a pure Resource (no Node dependency) so it loads clean
## in both client and server contexts.
extends Resource
class_name WeaponData
enum FireMode { SEMI, AUTO, MELEE }
# Identification
@export var weapon_id: int = 0
@export var weapon_name: String = ""
@export var slot: int = 0 # 0=melee, 1=pistol, 2=SMG, 3=rifle, 4=sniper
# Damage
@export var damage: int = 30
@export var headshot_multiplier: float = 2.0
@export var chest_multiplier: float = 1.0
@export var waist_multiplier: float = 0.75
@export var leg_multiplier: float = 0.5
@export var armor_penetration: float = 0.5 # 0.0-1.0, % damage through armor
# Firing
@export var fire_mode: FireMode = FireMode.SEMI
@export var fire_rate: float = 10.0 # rounds per second
@export var reload_time: float = 2.0 # seconds
@export var max_distance: float = 1000.0
# Magazine
@export var magazine_size: int = 30
@export var reserve_size: int = 90
# Recoil & Spread
@export var recoil_per_shot: float = 0.5 # degrees
@export var recoil_recovery: float = 8.0 # degrees/sec
@export var spread_idle: float = 0.0 # degrees while standing still
@export var spread_walking: float = 2.0 # degrees while moving
@export var spread_sprinting: float = 6.0 # degrees while sprinting
# Movement
@export var move_speed_multiplier: float = 1.0 # multiplier on base move speed
@export var aim_speed_multiplier: float = 0.5 # move speed while aiming
# Economy
@export var price: int = 0
@export var kill_reward: int = 300
@export var team: int = -1 # -1=both, 0=T, 1=CT
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## WeaponRegistry — central registry of all weapon definitions.
##
## All weapon data is defined here as static constants. Systems that need
## weapon stats (WeaponManager, BuyMenu, RoundManager) reference this.
##
## To add a new weapon: create a WeaponData resource in client/weapons/data/
## and register it in the ALL array below.
extends Node
class_name WeaponRegistry
# Define all weapons as convenient static getters
static var KNIFE: WeaponData:
get: return _knife
static var GLOCK: WeaponData:
get: return _glock
static var USP: WeaponData:
get: return _usp
static var AK47: WeaponData:
get: return _ak47
static var M4A1: WeaponData:
get: return _m4a1
static var AWP: WeaponData:
get: return _awp
# Weapon ID constants
const ID_KNIFE: int = 0
const ID_GLOCK: int = 1
const ID_USP: int = 2
const ID_AK47: int = 3
const ID_M4A1: int = 4
const ID_AWP: int = 5
## Array of all weapons for iteration
static var ALL: Array[WeaponData] = []
## Map of weapon_id → WeaponData for fast lookup
static var BY_ID: Dictionary = {}
## Static initializer
static func _static_init() -> void:
ALL = [_knife, _glock, _usp, _ak47, _m4a1, _awp]
for w in ALL:
BY_ID[w.weapon_id] = w
# ---------------------------------------------------------------------------
# Weapon definitions
# ---------------------------------------------------------------------------
static var _knife: WeaponData = _make_weapon_data({
weapon_id = ID_KNIFE,
weapon_name = "Knife",
slot = 0,
damage = 34,
fire_mode = WeaponData.FireMode.MELEE,
fire_rate = 0.0,
magazine_size = 0,
reserve_size = 0,
move_speed_multiplier = 1.0,
price = 0,
kill_reward = 1500,
armor_penetration = 0.0,
max_distance = 3.0,
})
static var _glock: WeaponData = _make_weapon_data({
weapon_id = ID_GLOCK,
weapon_name = "Glock-18",
slot = 1,
damage = 25,
fire_rate = 6.0,
magazine_size = 20,
reserve_size = 120,
recoil_per_shot = 0.4,
move_speed_multiplier = 0.86,
price = 200,
kill_reward = 300,
armor_penetration = 0.35,
team = 0, # Terrorist default
})
static var _usp: WeaponData = _make_weapon_data({
weapon_id = ID_USP,
weapon_name = "USP-S",
slot = 1,
damage = 28,
fire_rate = 5.0,
magazine_size = 12,
reserve_size = 24,
recoil_per_shot = 0.3,
move_speed_multiplier = 0.86,
price = 200,
kill_reward = 300,
armor_penetration = 0.50,
team = 1, # CT default
})
static var _ak47: WeaponData = _make_weapon_data({
weapon_id = ID_AK47,
weapon_name = "AK-47",
slot = 3,
damage = 36,
fire_mode = WeaponData.FireMode.AUTO,
fire_rate = 10.0,
magazine_size = 30,
reserve_size = 90,
recoil_per_shot = 0.8,
recoil_recovery = 6.0,
spread_walking = 3.0,
spread_sprinting = 8.0,
move_speed_multiplier = 0.78,
price = 2700,
kill_reward = 300,
armor_penetration = 0.77,
team = 0,
})
static var _m4a1: WeaponData = _make_weapon_data({
weapon_id = ID_M4A1,
weapon_name = "M4A1-S",
slot = 3,
damage = 33,
fire_mode = WeaponData.FireMode.AUTO,
fire_rate = 10.0,
magazine_size = 25,
reserve_size = 75,
recoil_per_shot = 0.7,
recoil_recovery = 7.0,
spread_walking = 2.5,
spread_sprinting = 7.0,
move_speed_multiplier = 0.78,
price = 2900,
kill_reward = 300,
armor_penetration = 0.77,
team = 1,
})
static var _awp: WeaponData = _make_weapon_data({
weapon_id = ID_AWP,
weapon_name = "AWP",
slot = 4,
damage = 115,
fire_rate = 1.5,
magazine_size = 10,
reserve_size = 30,
recoil_per_shot = 4.0,
recoil_recovery = 1.0,
spread_idle = 0.0,
spread_walking = 10.0,
spread_sprinting = 20.0,
move_speed_multiplier = 0.57,
price = 4750,
kill_reward = 100,
armor_penetration = 0.87,
max_distance = 2000.0,
headshot_multiplier = 5.0, # AWP one-shots through armor
})
# ---------------------------------------------------------------------------
# Factory
# ---------------------------------------------------------------------------
static func _make_weapon_data(dict: Dictionary) -> WeaponData:
var w := WeaponData.new()
for key in dict:
w.set(key, dict[key])
return w
## Look up a weapon by its ID.
static func get_by_id(id: int) -> WeaponData:
return BY_ID.get(id, _knife)
## Get the default weapon for a team (0=T, 1=CT).
static func get_default_weapon(team_id: int) -> WeaponData:
return _glock if team_id == 0 else _usp
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## TacticalWeaponHitscan — rollback-aware hitscan weapon for the tactical shooter.
##
## Extends NetworkWeaponHitscan3D with per-limb damage, team checks,
## and headshot detection.
##
## This script is ONLY loaded from client scenes where netfox is active.
## The server handles damage authority directly.
extends "res://addons/netfox.extras/weapon/network-weapon-hitscan-3d.gd"
class_name TacticalWeaponHitscan
## Weapon data resource (stats) — set on spawn
var weapon_data: WeaponData = null
## Weapon owner's peer ID — set on spawn
var owner_peer_id: int = -1
## Cooldown tick for rate-of-fire limiting
var _last_fire_tick: int = -1
func _can_fire() -> bool:
if weapon_data == null:
return false
if weapon_data.fire_mode == WeaponData.FireMode.MELEE:
return true # Melee always "can fire"
# Rate-of-fire check using network tick
var nt = Engine.get_singleton(&"NetworkTime")
if nt == null:
return true
var current_tick := nt.tick if nt.has_method(&"get_tick") else 0
if _last_fire_tick >= 0:
var tick_interval := maxi(1, int(weapon_data.fire_rate / 64.0))
if current_tick - _last_fire_tick < tick_interval:
return false
return true
func _can_peer_use(peer_id: int) -> bool:
return peer_id == owner_peer_id
func _after_fire():
# Track fire tick for cooldown
var nt = Engine.get_singleton(&"NetworkTime")
if nt != null:
_last_fire_tick = nt.tick if nt.has_method(&"get_tick") else 0
## Handle a raycast hit — called on ALL peers with rollback reconciliation.
func _on_hit(result: Dictionary):
if weapon_data == null:
return
if not multiplayer.is_server() and not is_multiplayer_authority():
return # Only server/authority applies damage
var collider := result.get("collider")
if collider == null:
return
# Determine limb hit via collision groups
var damage_multiplier: float = weapon_data.chest_multiplier
var is_headshot := false
if collider is Node:
if collider.is_in_group(&"head"):
damage_multiplier = weapon_data.headshot_multiplier
is_headshot = true
elif collider.is_in_group(&"chest"):
damage_multiplier = weapon_data.chest_multiplier
elif collider.is_in_group(&"waist"):
damage_multiplier = weapon_data.waist_multiplier
elif collider.is_in_group(&"legs"):
damage_multiplier = weapon_data.leg_multiplier
var final_damage := int(weapon_data.damage * damage_multiplier)
# Find the player node from the collider
var player := _find_player(collider)
if player != null and player.has_method(&"apply_damage"):
if is_headshot:
print("[TacticalWeapon] HEADSHOT on %s for %d" % [player.name, final_damage])
player.apply_damage(final_damage, owner_peer_id, weapon_data.weapon_id)
## Find a player node walking up the scene tree.
func _find_player(node: Node) -> Node:
var current = node
while current != null:
if current.has_method(&"apply_damage") or current.is_in_group(&"players"):
return current
current = current.get_parent()
return null
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## WeaponManager — client-side weapon inventory with rollback-safe firing.
##
## Manages weapon switching, ammo tracking. Firing is handled by the
## RollbackHitscanManager (in _rollback_tick) for lag compensation.
##
## This script is ONLY loaded from client scenes where netfox is active.
extends Node
class_name WeaponManager
signal weapon_switched(old_slot: int, new_slot: int, weapon_data: WeaponData)
signal ammo_changed(weapon_id: int, magazine: int, reserve: int)
# Preload the weapon scripts (only works when netfox is active)
const _HitscanWeapon := preload("res://client/weapons/scripts/tactical_weapon_hitscan.gd")
## Reference to the player's weapon anchor node.
@export var weapon_anchor: Node3D
## Reference to the RollbackHitscanManager (set by player).
var rollback_hitscan_mgr: Node = null
## Current weapon data.
var current_weapon: WeaponData = null
var current_weapon_node: Node3D = null
var current_slot: int = 1
## Inventory: slot → { data, node, magazine, reserve }
var _inventory: Dictionary = {}
var _last_fire_time: float = 0.0
func add_weapon(data: WeaponData) -> void:
var slot: int = data.slot
if _inventory.has(slot):
_remove_weapon(slot)
var weapon_node: Node3D = _create_weapon(data)
if weapon_node == null:
return
weapon_node.visible = false
add_child(weapon_node)
_inventory[slot] = {
"data": data,
"node": weapon_node,
"magazine": data.magazine_size,
"reserve": data.reserve_size,
}
if current_weapon == null:
switch_to_slot(slot)
func remove_weapon(slot: int) -> void:
_remove_weapon(slot)
if current_slot == slot:
_switch_to_next_available()
func switch_to_slot(slot: int) -> bool:
if not _inventory.has(slot):
return false
var entry = _inventory[slot]
var old_slot := current_slot
current_slot = slot
current_weapon = entry["data"] as WeaponData
current_weapon_node = entry["node"] as Node3D
_update_visibility()
weapon_switched.emit(old_slot, slot, current_weapon)
# Update the RollbackHitscanManager with the new weapon data
_notify_hitscan_mgr_of_weapon_change(current_weapon)
return true
func switch_next() -> void:
var slots := _inventory.keys()
slots.sort()
var idx := slots.find(current_slot)
if idx >= 0 and idx + 1 < slots.size():
switch_to_slot(slots[idx + 1])
func switch_prev() -> void:
var slots := _inventory.keys()
slots.sort()
var idx := slots.find(current_slot)
if idx > 0:
switch_to_slot(slots[idx - 1])
# ---------------------------------------------------------------------------
# Firing (rollback-safe — delegates to RollbackHitscanManager)
# ---------------------------------------------------------------------------
## Called by the client to attempt firing through the rollback system.
## Returns true if ammo was consumed.
func fire() -> bool:
if current_weapon_node == null or current_weapon == null:
return false
if current_weapon.magazine_size > 0 and _get_magazine() <= 0:
return false
if not _check_fire_rate():
return false
# Consume ammo immediately for client prediction
var entry = _inventory[current_slot]
entry["magazine"] -= 1
ammo_changed.emit(current_weapon.weapon_id, entry["magazine"], entry["reserve"])
_last_fire_time = Time.get_ticks_msec() / 1000.0
# The actual raycast and damage happen in the RollbackHitscanManager's
# process_fire() during _rollback_tick(), triggered by the shoot input.
# This method just handles the client-side ammo tracking.
return true
func reload() -> void:
if current_weapon == null or current_weapon.magazine_size <= 0:
return
var entry = _inventory[current_slot]
if entry["magazine"] >= current_weapon.magazine_size or entry["reserve"] <= 0:
return
var needed := current_weapon.magazine_size - entry["magazine"]
var available := min(needed, entry["reserve"])
entry["magazine"] += available
entry["reserve"] -= available
ammo_changed.emit(current_weapon.weapon_id, entry["magazine"], entry["reserve"])
func get_ammo() -> Vector2i:
if current_weapon == null or not _inventory.has(current_slot):
return Vector2i.ZERO
var e = _inventory[current_slot]
return Vector2i(e["magazine"], e["reserve"])
## Get the current weapon's maximum distance for raycasting.
func get_max_distance() -> float:
if current_weapon != null:
return current_weapon.max_distance
return 1000.0
## Get the current weapon ID.
func get_weapon_id() -> int:
if current_weapon != null:
return current_weapon.weapon_id
return 0
func get_current_weapon_data() -> WeaponData:
return current_weapon
# ---------------------------------------------------------------------------
# Rollback integration
# ---------------------------------------------------------------------------
## Notify the RollbackHitscanManager when the weapon changes.
func _notify_hitscan_mgr_of_weapon_change(wd: WeaponData) -> void:
if rollback_hitscan_mgr != null and rollback_hitscan_mgr.has_method(&"set_weapon_data"):
rollback_hitscan_mgr.set_weapon_data(wd)
# ---------------------------------------------------------------------------
# Internal
# ---------------------------------------------------------------------------
func _create_weapon(data: WeaponData) -> Node3D:
var weapon := Node3D.new()
weapon.name = data.weapon_name
if data.fire_mode != WeaponData.FireMode.MELEE:
var hs: TacticalWeaponHitscan = _HitscanWeapon.new()
hs.name = "Hitscan"
hs.weapon_data = data
hs.max_distance = data.max_distance
weapon.add_child(hs, true)
return weapon
func _get_magazine() -> int:
var e = _inventory.get(current_slot)
return e["magazine"] if e else 0
func _check_fire_rate() -> bool:
if current_weapon.fire_rate <= 0:
return false
var now := Time.get_ticks_msec() / 1000.0
return (now - _last_fire_time) >= (1.0 / current_weapon.fire_rate)
func _remove_weapon(slot: int) -> void:
var e = _inventory.get(slot)
if e and e["node"]:
e["node"].queue_free()
_inventory.erase(slot)
func _switch_to_next_available() -> void:
var slots := _inventory.keys()
slots.sort()
if slots.size() > 0:
switch_to_slot(slots[0])
else:
current_weapon = null
current_weapon_node = null
_update_visibility()
func _update_visibility() -> void:
for slot in _inventory:
_inventory[slot]["node"].visible = (slot == current_slot)