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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cdef class UVStreamServer(UVSocketHandle):
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cdef:
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int backlog
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object ssl
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object ssl_handshake_timeout
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object ssl_shutdown_timeout
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object protocol_factory
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bint opened
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Server _server
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# All "inline" methods are final
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cdef inline _init(self, Loop loop, object protocol_factory,
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Server server,
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object backlog,
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object ssl,
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object ssl_handshake_timeout,
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object ssl_shutdown_timeout)
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cdef inline _mark_as_open(self)
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cdef inline listen(self)
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cdef inline _on_listen(self)
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cdef UVStream _make_new_transport(self, object protocol, object waiter,
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object context)
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