Files
tactical-shooter/addons/netfox.extras/weapon/network-weapon-3d.gd
T
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

76 lines
2.1 KiB
GDScript

extends Node3D
class_name NetworkWeapon3D
## A 3D-specific implementation of [NetworkWeapon].
## Distance to consider too large during reconciliation checks.
@export var distance_threshold: float = 1.0
var _weapon: _NetworkWeaponProxy
func can_fire() -> bool:
return _weapon.can_fire()
func fire() -> Node3D:
return _weapon.fire()
func get_fired_tick() -> int:
return _weapon.get_fired_tick()
func _init():
_weapon = _NetworkWeaponProxy.new()
add_child(_weapon, true, INTERNAL_MODE_BACK)
_weapon.owner = self
_weapon.c_can_fire = _can_fire
_weapon.c_can_peer_use = _can_peer_use
_weapon.c_after_fire = _after_fire
_weapon.c_spawn = _spawn
_weapon.c_get_data = _get_data
_weapon.c_apply_data = _apply_data
_weapon.c_is_reconcilable = _is_reconcilable
_weapon.c_reconcile = _reconcile
## See [NetworkWeapon]
func _can_fire() -> bool:
return false
## See [NetworkWeapon]
func _can_peer_use(peer_id: int) -> bool:
return true
## See [NetworkWeapon]
func _after_fire(projectile: Node3D):
pass
## See [NetworkWeapon]
func _spawn() -> Node3D:
return null
func _get_data(projectile: Node3D) -> Dictionary:
return {
"global_transform": projectile.global_transform
}
func _apply_data(projectile: Node3D, data: Dictionary):
projectile.global_transform = data["global_transform"]
func _is_reconcilable(projectile: Node3D, request_data: Dictionary, local_data: Dictionary) -> bool:
var req_transform = request_data["global_transform"] as Transform3D
var loc_transform = local_data["global_transform"] as Transform3D
var request_pos = req_transform.origin
var local_pos = loc_transform.origin
return request_pos.distance_to(local_pos) < distance_threshold
func _reconcile(projectile: Node3D, local_data: Dictionary, remote_data: Dictionary):
var local_transform = local_data["global_transform"] as Transform3D
var remote_transform = remote_data["global_transform"] as Transform3D
var relative_transform = projectile.global_transform * local_transform.inverse()
var final_transform = remote_transform * relative_transform
projectile.global_transform = final_transform