Files
tactical-shooter/docs/netfox/nodes/predictive-synchronizer.md
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

67 lines
2.1 KiB
Markdown

# PredictiveSynchronizer
An un-networked version of [RollbackSynchronizer] which manages states during
the rollback loop. Its main use case is for short lived or highly
deterministic scenarios where using [RollbackSynchronizer] isn't practical or
necessary.
## Key Differences from RollbackSynchronizer
Same same, but different.
- **No networking** - Operates entirely locally
- **No input properties** - Only manages state properties
## Configuration
### Basic Setup
Add *PredictiveSynchronizer* as a child to your target node and configure:
![PredictiveSynchronizer configuration](../assets/predictive-synchronizer-config.png)
### Root Node
The *Root* property specifies the root node for resolving state properties.
Following the same pattern as [RollbackSynchronizer], it's recommended to add
*PredictiveSynchronizer* under its target node, making the parent the root.
### State Properties
*State properties* are recorded for each tick and restored during rollback,
just like in [RollbackSynchronizer]. The key difference is that these states
are only managed locally - they're never transmitted across the network.
See [Property paths] for details on specifying properties.
## Writing Prediction-Aware Scripts
*PredictiveSynchronizer* automatically discovers nodes with a
`_rollback_tick()` method under the specified root. During rollback, it will
call that method for each tick.
Implement `_rollback_tick()` in your scripts:
```gdscript
extends ShapeCast3D
@export var projectile_speed: float = 50.0
func _rollback_tick(delta: float, tick: int, is_fresh: bool):
shape_cast.force_shapecast_update()
if is_colliding():
handle_collision()
global_position += transform.basis.z.normalized() * projectile_speed
```
!!!warning
Both *PredictiveSynchronizer* and *RollbackSynchronizer* use the same
callback method. They are intended to manage separate nodes - having the
same node be managed both by *RollbackSynchronizer* and
*PredictiveSynchronizer* is not supported, and may lead to janky behavior.
[RollbackSynchronizer]: ./rollback-synchronizer.md
[Property paths]: ../guides/property-paths.md