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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#!/usr/bin/env godot --headless -s
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extends SceneTree
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func _init():
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print("=== Singleton Test ===")
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var names = Engine.get_singleton_list()
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for n in names:
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print(" singleton: ", n)
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print("---")
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print("RoundManager:", Engine.has_singleton("RoundManager"))
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print("ServerConfig:", Engine.has_singleton("ServerConfig"))
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print("NetworkManager:", Engine.has_singleton("NetworkManager"))
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print("RoundManager singleton only:", Engine.has_singleton("RoundManager"))
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quit()
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