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

53 lines
1.7 KiB
GDScript

extends Node
class_name TestingServers
var _command_server: CommandServer
var _identity_server: _NetworkIdentityServer
var _history_server: _NetworkHistoryServer
var _synchronization_server: _NetworkSynchronizationServer
var _simulation_server: _RollbackSimulationServer
static func create() -> TestingServers:
var servers := TestingServers.new()
Vest.get_tree().root.add_child.call_deferred(servers)
await servers.ready
return servers
func _ready():
_command_server = CommandServer.new()
_history_server = _NetworkHistoryServer.new()
_identity_server = _NetworkIdentityServer.new(_command_server)
_synchronization_server = _NetworkSynchronizationServer.new(_command_server, _history_server, _identity_server, _simulation_server)
_simulation_server = _RollbackSimulationServer.new(_history_server)
var servers := [_command_server, _history_server, _identity_server, _synchronization_server, _simulation_server]
for server in servers:
add_child.call_deferred(server)
for server in servers:
await server.ready
func command_server() -> CommandServer:
return _command_server
func identity_server() -> _NetworkIdentityServer:
return _identity_server
func history_server() -> _NetworkHistoryServer:
return _history_server
func synchronization_server() -> _NetworkSynchronizationServer:
return _synchronization_server
func simulation_server() -> _RollbackSimulationServer:
return _simulation_server
class CommandServer extends _NetworkCommandServer:
var commands_sent := [] as Array[Array]
func send_command(idx: int, data: PackedByteArray, target_peer: int = 0, mode: MultiplayerPeer.TransferMode = MultiplayerPeer.TRANSFER_MODE_RELIABLE, channel: int = 0) -> void:
commands_sent.append([idx, data, target_peer, mode, channel])