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
@@ -0,0 +1,36 @@
"""
Launch the Python script on the command line after
setuptools is bootstrapped via import.
"""
# Note that setuptools gets imported implicitly by the
# invocation of this script using python -m setuptools.launch
import sys
import tokenize
def run() -> None:
"""
Run the script in sys.argv[1] as if it had
been invoked naturally.
"""
__builtins__
script_name = sys.argv[1]
namespace = dict(
__file__=script_name,
__name__='__main__',
__doc__=None,
)
sys.argv[:] = sys.argv[1:]
open_ = getattr(tokenize, 'open', open)
with open_(script_name) as fid:
script = fid.read()
norm_script = script.replace('\\r\\n', '\\n')
code = compile(norm_script, script_name, 'exec')
exec(code, namespace)
if __name__ == '__main__':
run()