Files
shawn b0c83af092 Fresh start: replace with naxIO/netfox-cs-sample foundation
Complete replacement of the tactical-shooter project with the
netfox-cs-sample (MIT) — a CS 1.6 inspired multiplayer FPS built
with Godot 4 and netfox.

## What's new
- Full CS-style gameplay: teams (T/CT), rounds, economy, buy menu
- 6 weapons: Knife, Glock, USP, AK-47, M4A1, AWP
- Bomb plant/defuse with 2 bombsites
- Flashbang & smoke grenades
- Proper netfox rollback netcode at 64 tick
- Network popup UI for host/join
- HUD, crosshair, round timer, scoreboard
- All netfox singletons registered as autoloads (works in exported builds)

## Architecture
- Listen-server (host from client, no dedicated server binary)
- Multiplayer-fps game lives at examples/multiplayer-fps/
- Netfox addons registered as autoloads for exported build compat
- Godot 4.7 with Forward+ renderer

## Removed
- Old headless-server architecture (client_main, server_main, player.gd, etc.)
- Custom netfox bootstrap with ENet fallback
- Old ChaffGames FPS template (2,420 lines, 844 KB)
- SimulationServer GDExtension stub
- Godot-jolt physics (netfox sample uses default Godot physics)
- Duplicate weapon_data.gd, anti_cheat.gd, round_manager.gd, etc.
- Server browser API Python venv (87 MB)
- test_range map and modular assets

## Preserved
- Git history
- Server config at config/default_server_config.cfg
- Windows export preset
- Build directory (gitignored)

Co-authored-by: naxIO <naxIO@users.noreply.github.com>
2026-07-02 20:55:20 -04:00

329 lines
12 KiB
GDScript

@tool
extends Node
class_name RollbackSynchronizer
## Similar to [MultiplayerSynchronizer], this class is responsible for
## synchronizing data between players, but with support for rollback.
## [br][br]
## @tutorial(RollbackSynchronizer Guide): https://foxssake.github.io/netfox/latest/netfox/nodes/rollback-synchronizer/
## The root node for resolving node paths in properties. Defaults to the parent
## node.
@export var root: Node = get_parent()
## Toggle prediction.
## [br][br]
## Enabling this will run [code]_rollback_tick[/code] on nodes under
## [member root] even if there's no current input available for the tick.
@export var enable_prediction: bool = false
@export_group("State")
## Properties that define the game state.
## [br][br]
## State properties are recorded for each tick and restored during rollback.
## State is restored before every rollback tick, and recorded after simulating
## the tick.
@export var state_properties: Array[String]
## Ticks to wait between sending full states.
## [br][br]
## If set to 0, full states will never be sent. If set to 1, only full states
## will be sent. If set higher, full states will be sent regularly, but not
## for every tick.
## [br][br]
## Only considered if [member _NetworkRollback.enable_diff_states] is true.
## @deprecated: This can now be configured in the project settings.
@export_range(0, 128, 1, "or_greater")
var full_state_interval: int = 24
## @deprecated: This is no longer used.
@export_range(0, 128, 1, "or_greater")
var diff_ack_interval: int = 0
@export_group("Inputs")
## Properties that define the input for the game simulation.
## [br][br]
## Input properties drive the simulation, which in turn results in updated state
## properties. Input is recorded after every network tick.
@export var input_properties: Array[String]
## This will broadcast input to all peers, turning this off will limit to
## sending it to the server only. Turning this off is recommended to save
## bandwidth and reduce cheating risks.
## @deprecated: This can now be configured in the project settings.
@export var enable_input_broadcast: bool = true
# Make sure this exists from the get-go, just not in the scene tree
## Decides which peers will receive updates
var visibility_filter := PeerVisibilityFilter.new()
var _state_properties := _PropertyPool.new()
var _input_properties := _PropertyPool.new()
var _sim_nodes := [] as Array[Node]
var _schema_nodes := _Set.new()
var _properties_dirty: bool = false
var _property_cache := PropertyCache.new(root)
static var _logger: NetfoxLogger = NetfoxLogger._for_netfox("RollbackSynchronizer")
## Process settings.
## [br][br]
## Call this after any change to configuration. Updates based on authority too
## ( calls process_authority ).
func process_settings() -> void:
# Deregister simulated, state and input nodes
for node in _sim_nodes + _state_properties.get_subjects() + _input_properties.get_subjects():
RollbackSimulationServer.deregister_node(node)
_sim_nodes.clear()
# Clear
_property_cache.root = root
_property_cache.clear()
process_authority()
# Gather all rollback-aware nodes to simulate during rollbacks
var nodes := root.find_children("*") as Array[Node]
nodes.push_front(root)
nodes = nodes.filter(func(it): return NetworkRollback.is_rollback_aware(it))
nodes.erase(self)
# Register simulation callbacks
for node in nodes:
RollbackSimulationServer.register(NetworkRollback._get_rollback_method(node))
_sim_nodes.append(node)
# Both simulated and state nodes depend on all inputs
# TODO(#564): Write tests for setups where a node is synchronized but not simulated
for node in nodes + _state_properties.get_subjects():
for input_node in _input_properties.get_subjects():
RollbackSimulationServer.register_rollback_input_for(node, input_node)
# Register identifiers
for node in _state_properties.get_subjects() + _input_properties.get_subjects():
NetworkIdentityServer.register_node(node)
# Register visibility filter
for node in _state_properties.get_subjects():
NetworkSynchronizationServer.register_visibility_filter(node, visibility_filter)
## Process settings based on authority.
## [br][br]
## Call this whenever the authority of any of the nodes managed by
## RollbackSynchronizer changes. Make sure to do this at the same time on all
## peers.
func process_authority():
# Deregister all recorded properties
for node in _state_properties.get_subjects():
for property in _state_properties.get_properties_of(node):
NetworkHistoryServer.deregister_rollback_state(node, property)
NetworkSynchronizationServer.deregister_rollback_state(node, property)
for node in _input_properties.get_subjects():
for property in _input_properties.get_properties_of(node):
NetworkHistoryServer.deregister_rollback_input(node, property)
NetworkSynchronizationServer.deregister_rollback_input(node, property)
# Process authority
_state_properties.set_from_paths(root, state_properties)
_input_properties.set_from_paths(root, input_properties)
# Register new recorded properties
for node in _state_properties.get_subjects():
for property in _state_properties.get_properties_of(node):
NetworkHistoryServer.register_rollback_state(node, property)
NetworkSynchronizationServer.register_rollback_state(node, property)
for node in _input_properties.get_subjects():
for property in _input_properties.get_properties_of(node):
NetworkHistoryServer.register_rollback_input(node, property)
NetworkSynchronizationServer.register_rollback_input(node, property)
## Add a state property.
## [br][br]
## Settings will be automatically updated. The [param node] may be a string or
## [NodePath] pointing to a node, or an actual [Node] instance. If the given
## property is already tracked, this method does nothing.
func add_state(node: Variant, property: String):
var property_path := PropertyEntry.make_path(root, node, property)
if not property_path or state_properties.has(property_path):
return
state_properties.push_back(property_path)
_properties_dirty = true
_reprocess_settings.call_deferred()
## Add an input property.
## [br][br]
## Settings will be automatically updated. The [param node] may be a string or
## [NodePath] pointing to a node, or an actual [Node] instance. If the given
## property is already tracked, this method does nothing.
func add_input(node: Variant, property: String) -> void:
var property_path := PropertyEntry.make_path(root, node, property)
if not property_path or input_properties.has(property_path):
return
input_properties.push_back(property_path)
_properties_dirty = true
_reprocess_settings.call_deferred()
## Set the schema for transmitting properties over the network.
## [br][br]
## The [param schema] must be a dictionary, with the keys being property path
## strings, and the values are the associated [NetworkSchemaSerializer] objects.
## Properties are interpreted relative to the [member root] node. The schema can
## contain both state and input properties. Properties not specified in the
## schema will use a generic fallback serializer. By using the right serializer
## for the right property, bandwidth usage can be lowered.
## [br][br]
## See [NetworkSchemas] for many common serializers.
## [br][br]
## Example:
## [codeblock]
## rollback_synchronizer.set_schema({
## ":transform": NetworkSchemas.transform3f32(),
## ":velocity": NetworkSchemas.vec3f32(),
## "Input:movement": NetworkSchemas.vec3f32()
## })
## [/codeblock]
func set_schema(schema: Dictionary) -> void:
# Remove previous schema
for node in _schema_nodes:
NetworkSynchronizationServer.deregister_schema_for(node)
_schema_nodes.clear()
# Register new schema
for prop in schema:
var prop_entry := PropertyEntry.parse(root, prop)
var serializer := schema[prop] as NetworkSchemaSerializer
NetworkSynchronizationServer.register_schema(prop_entry.node, prop_entry.property, serializer)
_schema_nodes.add(prop_entry.node)
## Check if input is available for the current tick.
## [br][br]
## This input is not always current, it may be from multiple ticks ago.
## [br][br]
## Returns true if input is available.
func has_input() -> bool:
return get_input_age() >= 0
## Get the age of currently available input in ticks.
## [br][br]
## The available input may be from the current tick, or from multiple ticks ago.
## This number of tick is the input's age.
func get_input_age() -> int:
return NetworkHistoryServer.get_input_age_for(_input_properties.get_subjects(), NetworkRollback.tick)
## Check if the current tick is predicted.
## [br][br]
## A tick becomes predicted if there's no up-to-date input available. It will be
## simulated and recorded, but will not be broadcast, nor considered
## authoritative.
func is_predicting() -> bool:
if RollbackSimulationServer.get_simulated_object() != null:
# An object is being simulated, check if it's predicted
return RollbackSimulationServer.is_predicting_current()
else:
# We're outside of simulation, predicting if we don't have current input
return get_input_age() != 0
## Ignore a node's prediction for the current rollback tick.
## [br][br]
## Call this when the input is too old to base predictions on. This call is
## ignored if [member enable_prediction] is false.
func ignore_prediction(node: Node) -> void:
# Not needed, netfox records properties as non-auth if predicting
# Once the data is received from the owner, it won't be overwritten by
# predictions.
#
# This method may see some use again, otherwise it will be deprecated.
pass
## Get the tick of the last known input.
## [br][br]
## This is the latest tick where input information is available. If there's
## locally owned input for this instance ( e.g. running as client ), this value
## will be the current tick. Otherwise, this will be the latest tick received
## from the input owner.
## [br][br]
## If [member enable_input_broadcast] is false, there may be no input available
## for peers who own neither state nor input.
## [br][br]
## Returns -1 if there's no known input.
func get_last_known_input() -> int:
return NetworkHistoryServer.get_latest_input_for(_input_properties.get_subjects(), NetworkTime.tick)
## Get the tick of the last known state.
## [br][br]
## This is the latest tick where information is available for state. For state
## owners ( usually the host ), this is the current tick. Note that even this
## data may change as new input arrives. For peers that don't own state, this
## will be the tick of the latest state received from the state owner.
func get_last_known_state() -> int:
return NetworkHistoryServer.get_state_age_for(_state_properties.get_subjects(), NetworkTime.tick)
func _ready() -> void:
if Engine.is_editor_hint():
return
if not NetworkTime.is_initial_sync_done():
# Wait for time sync to complete
await NetworkTime.after_sync
process_settings.call_deferred()
multiplayer.connected_to_server.connect(process_settings)
func _notification(what: int) -> void:
if what == NOTIFICATION_EDITOR_PRE_SAVE:
update_configuration_warnings()
elif what == NOTIFICATION_PREDELETE:
for node in _sim_nodes + _state_properties.get_subjects() + _input_properties.get_subjects():
RollbackSimulationServer.deregister_node(node)
NetworkSynchronizationServer.deregister(node)
NetworkIdentityServer.deregister_node(node)
NetworkHistoryServer.deregister(node)
func _get_configuration_warnings() -> PackedStringArray:
if not root:
root = get_parent()
# Explore state and input properties
if not root:
return ["No valid root node found!"]
var result := PackedStringArray()
result.append_array(_NetfoxEditorUtils.gather_properties(root, "_get_rollback_state_properties",
func(node, prop):
add_state(node, prop)
))
result.append_array(_NetfoxEditorUtils.gather_properties(root, "_get_rollback_input_properties",
func(node, prop):
add_input(node, prop)
))
return result
func _enter_tree() -> void:
if Engine.is_editor_hint():
return
if not visibility_filter:
visibility_filter = PeerVisibilityFilter.new()
if not visibility_filter.get_parent():
add_child(visibility_filter)
if not NetworkTime.is_initial_sync_done():
# Wait for time sync to complete
await NetworkTime.after_sync
process_settings.call_deferred()
func _reprocess_settings() -> void:
if not _properties_dirty or Engine.is_editor_hint():
return
_properties_dirty = false
process_settings()