Files
tactical-shooter/addons/netfox.extras/rewindable-random-number-generator.gd
shawn e7299b17e9 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)
2026-07-02 17:39:22 -04:00

72 lines
2.4 KiB
GDScript

extends RefCounted
class_name RewindableRandomNumberGenerator
## Provides methods for generating pseudo-random numbers in the rollback tick
## loop.
##
## Using a regular [RandomNumberGenerator] in [code]_rollback_tick()[/code]
## would generate different numbers on each peer. It also generates different
## numbers when resimulating the same tick.
## [br][br]
## This class solves all of the above, making it suitable for use during
## rollback.
## [br][br]
## The seed must be provided on instantiation, and must be the same on all peers
## for the random number generator to work properly.
##
## @tutorial(RewindableRandomNumberGenerator Guide): https://foxssake.github.io/netfox/latest/netfox.extras/guides/rewindable-random-number-generator/
var _rng: RandomNumberGenerator
var _last_reset_tick := -1
var _last_reset_rollback_tick := -1
static var _logger := NetfoxLogger._for_extras("RewindableRandomNumberGenerator")
func _init(p_seed: int):
_rng = RandomNumberGenerator.new()
_rng.set_seed(p_seed)
## Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code]
## (inclusive).
func randf() -> float:
_ensure_state()
return _rng.randf()
## Returns a pseudo-random float between [code]from[/code] and [code]to[/code]
## (inclusive).
func randf_range(from: float, to: float) -> float:
_ensure_state()
return _rng.randf_range(from, to)
## Returns a normally-distributed, pseudo-random floating-point number from the
## specified [code]mean[/code] and a standard [code]deviation[/code]. This is
## also known as a Gaussian distribution.
func randfn(mean: float = 0.0, deviation: float = 1.0) -> float:
_ensure_state()
return _rng.randfn(mean, deviation)
## Returns a pseudo-random 32-bit unsigned integer between [code]0[/code] and
## [code]4294967295[/code] (inclusive).
func randi() -> int:
_ensure_state()
return _rng.randi()
## Returns a pseudo-random 32-bit unsigned integer between [code]from[/code] and
## [code]to[/code] (inclusive).
func randi_range(from: int, to: int) -> int:
_ensure_state()
return _rng.randi_range(from, to)
func _ensure_state() -> void:
if NetworkTime.tick == _last_reset_tick and NetworkRollback.tick == _last_reset_rollback_tick:
# State already has been set
return
if NetworkRollback.is_rollback():
_rng.state = hash([_rng.seed, NetworkRollback.tick])
else:
_rng.state = hash([_rng.seed, NetworkTime.tick])
_last_reset_rollback_tick = NetworkRollback.tick
_last_reset_tick = NetworkTime.tick