Files
tactical-shooter/addons/netfox/time/network-tickrate-handshake.gd
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

103 lines
3.4 KiB
GDScript

extends Node
class_name NetworkTickrateHandshake
## Internal class to manage the tickrate handshake.
##
## Whenever a new peer joins, they exchange their configured tickrate with the
## host. If the tickrate mismatches, a warning is emitted by default, as this is
## assumed to be a developer mistake.
## [br][br]
## However, if this is expected, different actions can be configured.
## Emit a warning on tickrate mismatch
const WARN := 0
## Disconnect peer on tickrate mismatch[br]
## This is enforced by the host.
const DISCONNECT := 1
## Adjust tickrate to the host's on mismatch
const ADJUST := 2
## Emit [signal on_tickrate_mismatch] on mismatch[br]
## This is emitted on both host and client.
const SIGNAL := 3
## Configures what happens on a tickrate mismatch.[br]
## Defaults to [constant WARN], based on project settings.
var mismatch_action: int = ProjectSettings.get_setting(&"netfox/time/tickrate_mismatch_action", WARN)
static var _logger := NetfoxLogger._for_netfox("NetworkTickrateHandshake")
## Emitted when a tickrate mismatch is encountered, and [member mismatch_action] is set to
## [constant SIGNAL].
signal on_tickrate_mismatch(peer: int, tickrate: int)
## Run the tickrate handshake.
## [br][br]
## This will connect to signals, so that every new peer receives tickrate info
## from the host.
## [br][br]
## Called by [_NetworkTime], no need to call manually.
func run() -> void:
if _is_authority():
# Broadcast tickrate
_submit_tickrate.rpc(NetworkTime.tickrate)
# Submit tickrate to anyone joining
multiplayer.peer_connected.connect(_handle_new_peer)
else:
# Submit tickrate to host
_submit_tickrate.rpc_id(1, NetworkTime.tickrate)
## Stop the tickrate handshake.
## [br][br]
## Called by [_NetworkTime], no need to call manually.
func stop() -> void:
if multiplayer.peer_connected.is_connected(_handle_new_peer):
multiplayer.peer_connected.disconnect(_handle_new_peer)
func _ready() -> void:
name = "NetworkTickrateHandshake"
func _handle_new_peer(peer: int) -> void:
if _is_authority():
_submit_tickrate.rpc_id(peer, NetworkTime.tickrate)
func _handle_tickrate_mismatch(peer: int, tickrate: int) -> void:
match mismatch_action:
WARN:
_logger.warning(
"Local tickrate %dtps differs from tickrate of peer #%d at %dtps! " +
"Make sure that tickrates are correctly configured in the Project settings! " +
"See netfox/Time/Tickrate.", [
NetworkTime.tickrate, peer, tickrate
])
DISCONNECT:
if _is_authority():
_logger.warning("Peer #%d's tickrate of %dtps differs from expected %dtps! Disconnecting.", [
peer, tickrate, NetworkTime.tickrate
])
multiplayer.multiplayer_peer.disconnect_peer(peer)
ADJUST:
if not _is_authority():
_logger.info("Local tickrate %dtps differs from tickrate of host at %dtps! Adjusting.", [
NetworkTime.tickrate, tickrate
])
# TODO: Make tickrate mutable at user's digression
NetworkTime._tickrate = tickrate
SIGNAL:
on_tickrate_mismatch.emit(peer, tickrate)
func _is_authority() -> bool:
# HACK: This method is here to ease testing; pretending to be a client is messy from a unit test
return multiplayer.is_server()
@rpc("any_peer", "reliable", "call_remote")
func _submit_tickrate(tickrate: int) -> void:
var sender := multiplayer.get_remote_sender_id()
_logger.debug("Received tickrate %d from peer %d", [tickrate, sender])
if tickrate != NetworkTime.tickrate:
_handle_tickrate_mismatch(sender, tickrate)