Files
tactical-shooter/addons/netfox/servers/data/snapshot.gd
T
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

172 lines
4.6 KiB
GDScript

extends RefCounted
class_name _Snapshot
# Stores property values of multiple subjects, recorded for a specific tick
var tick: int
var _data := {} # object to (property to variant)
var _auth_subjects := _Set.new()
static func make_patch(from: _Snapshot, to: _Snapshot, tick: int = to.tick) -> _Snapshot:
var patch := _Snapshot.new(tick)
for subject in from._data:
# Target has no knowledge of subject, don't patch
if not to._data.has(subject):
continue
# Only patch to auth subjects
if not to.is_auth(subject):
continue
for property in to._data[subject]:
# Target snapshot has different value, patch it
if from.get_property(subject, property) != to.get_property(subject, property):
patch.set_property(subject, property, to.get_property(subject, property))
patch.set_auth(subject, to.is_auth(subject))
return patch
# Each entry should be [subject, property, value]
static func of(tick: int, entries: Array[Array], auth_subjects: Array[Object]) -> _Snapshot:
var snapshot := _Snapshot.new(tick)
for entry in entries:
var subject := entry[0] as Object
var property := entry[1] as NodePath
var value := entry[2] as Variant
snapshot.set_property(subject, property, value)
for subject in auth_subjects:
snapshot.set_auth(subject, true)
return snapshot
func _init(p_tick: int):
tick = p_tick
func duplicate() -> _Snapshot:
var result := _Snapshot.new(tick)
result._data = _data.duplicate(true)
result._auth_subjects = _auth_subjects.duplicate()
return result
func set_auth(subject: Object, is_auth: bool) -> void:
if is_auth:
_auth_subjects.add(subject)
else:
_auth_subjects.erase(subject)
func set_property(subject: Object, property: NodePath, value: Variant) -> void:
if not _data.has(subject):
_data[subject] = { property: value }
else:
_data[subject][property] = value
func record_property(subject: Object, property: NodePath) -> void:
var value := subject.get_indexed(property)
set_property(subject, property, value)
func get_property(subject: Object, property: NodePath) -> Variant:
return _data.get(subject, {}).get(property)
func has_property(subject: Object, property: NodePath) -> bool:
if not _data.has(subject):
return false
if not _data[subject].has(property):
return false
return true
func merge(snapshot: _Snapshot) -> bool:
var has_changed := false
for subject in snapshot._data:
if not _data.has(subject):
# We have no data of the subject, copy all
_data[subject] = snapshot._data[subject].duplicate()
set_auth(subject, snapshot.is_auth(subject))
has_changed = true
continue
if snapshot.is_auth(subject) or not is_auth(subject):
var own_props := _data[subject] as Dictionary
var their_props := snapshot._data[subject] as Dictionary
has_changed = has_changed or own_props != their_props
own_props.merge(their_props, true)
set_auth(subject, snapshot.is_auth(subject))
return has_changed
func apply() -> void:
for subject in _data:
for property in _data[subject]:
var value = _data[subject][property]
(subject as Object).set_indexed(property, value)
func sanitize(sender: int) -> void:
var invalid_subjects := []
for subject in _data:
if subject is Node:
if subject.get_multiplayer_authority() != sender:
invalid_subjects.append(subject)
for subject in invalid_subjects:
_data.erase(invalid_subjects)
func has_subject(subject: Object, require_auth: bool = false) -> bool:
if not _data.has(subject):
return false
if require_auth and not is_auth(subject):
return false
return true
func has_subjects(subjects: Array, require_auth: bool = false) -> bool:
for subject in subjects:
if not has_subject(subject, require_auth):
return false
return true
func get_subjects() -> Array:
return _data.keys()
func get_auth_subjects() -> Array:
return _auth_subjects.values()
func get_subject_properties(subject: Object) -> Array:
return _data.get(subject, {}).keys()
func is_empty() -> bool:
return _data.is_empty()
func size() -> int:
var result := 0
for subject in _data:
result += (_data[subject] as Dictionary).size()
return result
func is_auth(subject: Object) -> bool:
return _auth_subjects.has(subject)
func equals(other) -> bool:
if other is _Snapshot:
return tick == other.tick and _data == other._data and _auth_subjects.equals(other._auth_subjects)
else:
return false
func _to_string() -> String:
var result := "_Snapshot(#%d" % [tick]
for subject in _data:
for property in _data[subject]:
var value = _data[subject][property]
result += ", %s:%s(%s): %s" % [subject, property, is_auth(subject), value]
result += ")"
return result
func _to_vest():
return {
"tick": tick,
"data": _data,
"auth_subjects": _auth_subjects
}