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 +1,48 @@
cdef class UVHandle:
cdef:
uv.uv_handle_t *_handle
Loop _loop
readonly _source_traceback
bint _closed
bint _inited
object context
# Added to enable current UDPTransport implementation,
# which doesn't use libuv handles.
bint _has_handle
# All "inline" methods are final
cdef inline _start_init(self, Loop loop)
cdef inline _abort_init(self)
cdef inline _finish_init(self)
cdef inline bint _is_alive(self)
cdef inline _ensure_alive(self)
cdef _error(self, exc, throw)
cdef _fatal_error(self, exc, throw, reason=?)
cdef _warn_unclosed(self)
cdef _free(self)
cdef _close(self)
cdef class UVSocketHandle(UVHandle):
cdef:
# Points to a Python file-object that should be closed
# when the transport is closing. Used by pipes. This
# should probably be refactored somehow.
object _fileobj
object __cached_socket
# All "inline" methods are final
cdef _fileno(self)
cdef _new_socket(self)
cdef inline _get_socket(self)
cdef inline _attach_fileobj(self, object file)
cdef _open(self, int sockfd)