e7299b17e9
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)
29 lines
718 B
GDScript
29 lines
718 B
GDScript
extends RefCounted
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class_name PropertyCache
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var root: Node
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var _cache: Dictionary = {}
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static var _logger: NetfoxLogger = NetfoxLogger._for_netfox("PropertyCache")
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func _init(p_root: Node):
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root = p_root
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func get_entry(path: String) -> PropertyEntry:
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if not _cache.has(path):
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var parsed = PropertyEntry.parse(root, path)
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if not parsed.is_valid():
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_logger.warning("Invalid property path: %s", [path])
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_cache[path] = parsed
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return _cache[path]
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func properties() -> Array:
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var result: Array[PropertyEntry]
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# Can be slow, but no other way to do this with type-safety
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# See: https://github.com/godotengine/godot/issues/72627
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result.assign(_cache.values())
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return result
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func clear():
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_cache.clear()
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