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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from __future__ import annotations
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import time
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__all__ = ["Deadline"]
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class Deadline:
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"""
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Manage timeouts across multiple steps.
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Args:
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timeout: Time available in seconds or :obj:`None` if there is no limit.
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"""
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def __init__(self, timeout: float | None) -> None:
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self.deadline: float | None
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if timeout is None:
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self.deadline = None
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else:
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self.deadline = time.monotonic() + timeout
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def timeout(self, *, raise_if_elapsed: bool = True) -> float | None:
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"""
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Calculate a timeout from a deadline.
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Args:
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raise_if_elapsed: Whether to raise :exc:`TimeoutError`
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if the deadline lapsed.
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Raises:
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TimeoutError: If the deadline lapsed.
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Returns:
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Time left in seconds or :obj:`None` if there is no limit.
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"""
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if self.deadline is None:
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return None
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timeout = self.deadline - time.monotonic()
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if raise_if_elapsed and timeout <= 0:
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raise TimeoutError("timed out")
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return timeout
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