70105d8b68
The dedicated server was spawning a host avatar (peer 1) via player-spawner._handle_host() and _handle_new_peer(1) on startup, which registered RollbackSynchronizer subjects with the netfox rollback system. Since no client input exists for peer 1, the rollback system tried to record state for freed/recycled objects, flooding the log with property-pool.gd errors. Fix: - Add spawn_host_avatar @export flag to player-spawner.gd - Set it false in headless_server.gd before starting the ENet server - PlayerSpawner._handle_host() skips avatar spawn when flag is false - PlayerSpawner._handle_new_peer(1) skips avatar spawn when flag is false Server startup is now clean: no property-pool errors, no RPC path errors.
Multiplayer fps example
A simple demo fps game, using netfox's RollbackSynchronizer and
NetworkWeaponHitscan3D to implement a server-authorative model, while also
compensating for latency with client-side prediction.
To edit and/or run, open the Godot project in the repository root, and open the scene in this directory.