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>
97 lines
2.5 KiB
GDScript
97 lines
2.5 KiB
GDScript
extends Node
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class_name BrawlerSpawner
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@export var player_scene: PackedScene
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@export var spawn_root: Node
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@export var camera: FollowingCamera
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@export var joining_screen: Control
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@export var name_input: LineEdit
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var spawn_host_avatar: bool = true
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var avatars: Dictionary = {}
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func _ready():
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NetworkEvents.on_client_start.connect(_handle_connected)
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NetworkEvents.on_server_start.connect(_handle_host)
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NetworkEvents.on_peer_join.connect(_handle_new_peer)
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NetworkEvents.on_peer_leave.connect(_handle_leave)
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NetworkEvents.on_client_stop.connect(_handle_stop)
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NetworkEvents.on_server_stop.connect(_handle_stop)
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func _handle_connected(id: int):
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if joining_screen:
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joining_screen.visible = true
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# Spawn an avatar for us
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_spawn(id)
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if joining_screen:
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await NetworkTime.after_sync
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joining_screen.visible = false
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func _handle_host():
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if spawn_host_avatar:
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# Spawn own avatar on host machine
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_spawn(1)
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func _handle_new_peer(id: int):
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# Spawn an avatar for new player
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var avatar = _spawn(id)
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# Hide avatar until player syncs time
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avatar.visible = false
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while not NetworkTime.is_client_synced(id):
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await NetworkTime.after_client_sync
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avatar.visible = true
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func _handle_leave(id: int):
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if not avatars.has(id):
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return
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var avatar = avatars[id] as Node
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avatar.queue_free()
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avatars.erase(id)
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func _handle_stop():
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# Remove all avatars on game end
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for avatar in avatars.values():
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avatar.queue_free()
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avatars.clear()
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func _spawn(id: int) -> BrawlerController:
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var avatar = player_scene.instantiate() as BrawlerController
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avatars[id] = avatar
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avatar.name += " #%d" % id
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avatar.player_id = id
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spawn_root.add_child(avatar)
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# Avatar is always owned by server
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avatar.set_multiplayer_authority(1)
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print("Spawned avatar %s at %s" % [avatar.name, multiplayer.get_unique_id()])
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# Avatar's input object is owned by player
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var input = avatar.find_child("Input")
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if input != null:
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input.set_multiplayer_authority(id)
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print("Set input(%s) ownership to %s" % [input.name, id])
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if id == multiplayer.get_unique_id():
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# If avatar is own, assign it as camera follow target and emit event
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camera.target = avatar
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GameEvents.on_own_brawler_spawn.emit(avatar)
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# Submit name
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var player_name = name_input.text
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print("Submitting player name " + player_name)
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_submit_name.rpc(player_name)
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return avatar
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@rpc("any_peer", "reliable", "call_local")
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func _submit_name(player_name: String):
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var pid = multiplayer.get_remote_sender_id()
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var avatar = avatars[pid]
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avatar.player_name = player_name
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print("Setting player name for #%s to %s" % [pid, player_name])
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