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 TCPServer(UVStreamServer):
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cdef bind(self, system.sockaddr* addr, unsigned int flags=*)
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@staticmethod
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cdef TCPServer new(Loop loop, object protocol_factory, Server server,
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unsigned int flags,
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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 class TCPTransport(UVStream):
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cdef:
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bint __peername_set
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bint __sockname_set
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system.sockaddr_storage __peername
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system.sockaddr_storage __sockname
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cdef bind(self, system.sockaddr* addr, unsigned int flags=*)
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cdef connect(self, system.sockaddr* addr)
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cdef _set_nodelay(self)
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@staticmethod
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cdef TCPTransport new(Loop loop, object protocol, Server server,
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object waiter, object context)
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