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)
42 lines
907 B
GDScript
42 lines
907 B
GDScript
extends Object
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class_name NetworkClocks
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class SystemClock:
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var offset: float = 0.
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func get_raw_time() -> float:
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return Time.get_unix_time_from_system()
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func get_time() -> float:
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return get_raw_time() + offset
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func adjust(p_offset: float) -> void:
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offset += p_offset
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func set_time(p_time: float) -> void:
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offset = p_time - get_raw_time()
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class SteppingClock:
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var time: float = 0.
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var last_step: float = get_raw_time()
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func get_raw_time() -> float:
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return Time.get_unix_time_from_system()
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func get_time() -> float:
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return time
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func adjust(p_offset: float) -> void:
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time += p_offset
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func set_time(p_time: float) -> void:
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last_step = get_raw_time()
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time = p_time
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func step(p_multiplier: float = 1.) -> void:
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var current_step := get_raw_time()
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var step_duration := current_step - last_step
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last_step = current_step
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adjust(step_duration * p_multiplier)
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