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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## PlayerNetInput — netfox BaseNetInput subclass for tactical-shooter.
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##
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## This node lives under the Player scene and gathers input each network
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## tick. RollbackSynchronizer references its properties in `input_properties`.
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##
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## Usage:
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## Place as a child of the Player (CharacterBody3D or Node3D).
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## The RollbackSynchronizer on the player's parent node will call
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## _gather() before each tick, reading these exported properties.
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extends BaseNetInput
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class_name PlayerNetInput
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# ---------------------------------------------------------------------------
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# Input state — read by RollbackSynchronizer as input_properties
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# These are set in _gather() on the authority peer before every tick.
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# ---------------------------------------------------------------------------
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## Movement direction in local space (normalized, or zero).
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@export var move_direction: Vector3 = Vector3.ZERO
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## Mouse look: yaw (horizontal, radians).
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@export var look_yaw: float = 0.0
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## Mouse look: pitch (vertical, radians).
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@export var look_pitch: float = 0.0
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## Jump pressed this tick.
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@export var jump: bool = false
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## Sprint toggle active.
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@export var sprint: bool = false
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## Crouch toggle active.
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@export var crouch: bool = false
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## Shoot pressed this tick.
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@export var shoot: bool = false
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## Aim-down-sights pressed.
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@export var aim: bool = false
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# ---------------------------------------------------------------------------
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# Input gathering (called before each tick on the authority peer)
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# ---------------------------------------------------------------------------
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func _gather() -> void:
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# Movement direction
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var dir := Vector3.ZERO
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if Input.is_action_pressed(&"move_forward") or Input.is_action_pressed(&"move_up"):
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dir.z -= 1.0
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if Input.is_action_pressed(&"move_backward") or Input.is_action_pressed(&"move_down"):
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dir.z += 1.0
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if Input.is_action_pressed(&"move_left"):
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dir.x -= 1.0
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if Input.is_action_pressed(&"move_right"):
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dir.x += 1.0
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if dir.length_squared() > 0.0:
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dir = dir.normalized()
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move_direction = dir
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# Mouse look is handled in fps_character_controller.gd _input()
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# and synced here via the character controller's current yaw/pitch.
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# If this node has a FPSCharacterController sibling, read from it.
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var parent := get_parent()
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if parent and parent.has_method(&"get_current_yaw"):
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look_yaw = parent.get_current_yaw()
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if parent and parent.has_method(&"get_current_pitch"):
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look_pitch = parent.get_current_pitch()
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# Action inputs
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jump = Input.is_action_just_pressed(&"jump")
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sprint = Input.is_action_pressed(&"sprint")
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crouch = Input.is_action_pressed(&"crouch")
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shoot = Input.is_action_pressed(&"shoot")
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aim = Input.is_action_pressed(&"aim")
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