b0c83af092
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>
29 lines
1.4 KiB
GDScript
29 lines
1.4 KiB
GDScript
extends Label
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func _process(_delta):
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text = "Time: %.2f at tick #%d, clock at %.2f%%" % [NetworkTime.time, NetworkTime.tick, NetworkTime.clock_stretch_factor * 100.]
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text += "\nClock offset: %.2fms, Remote offset: %.2fms" % [NetworkTime.clock_offset * 1000., NetworkTime.remote_clock_offset * 1000.]
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text += "\nRemote RTT: %.2fms +/- %.2fms" % [NetworkTimeSynchronizer.rtt * 1000., NetworkTimeSynchronizer.rtt_jitter * 1000.]
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text += "\nFactor: %.2f" % [NetworkTime.tick_factor]
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text += "\nFPS: %s" % [Engine.get_frames_per_second()]
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var has_connection = multiplayer.has_multiplayer_peer() \
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and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED
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if has_connection and not multiplayer.is_server():
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# Grab latency to server and display
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var enet = get_tree().get_multiplayer().multiplayer_peer as ENetMultiplayerPeer
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if enet == null or enet.get_peer(1) == null:
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return
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var server = enet.get_peer(1)
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if server == null:
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return
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var last_rtt = server.get_statistic(ENetPacketPeer.PEER_LAST_ROUND_TRIP_TIME)
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var last_variance = server.get_statistic(ENetPacketPeer.PEER_LAST_ROUND_TRIP_TIME_VARIANCE)
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var mean_rtt = server.get_statistic(ENetPacketPeer.PEER_ROUND_TRIP_TIME)
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var mean_variance = server.get_statistic(ENetPacketPeer.PEER_ROUND_TRIP_TIME_VARIANCE)
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text += "\nLast RTT: %s +/- %s\nMean RTT: %s +/- %s" % [last_rtt, last_variance, mean_rtt, mean_variance]
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