Files
tactical-shooter/addons/netfox/rollback/predictive-synchronizer.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

122 lines
3.7 KiB
GDScript

@tool
extends Node
class_name PredictiveSynchronizer
## Similar to [RollbackSynchronizer], this class manages local variables in a
## rollback context for predictive simulation without networking.
##
## This is a simplified version that focuses on local state management.
## [br][br]
## Like [RollbackSynchronizer], it automatically discovers nodes
## with a [code]_rollback_tick(delta: float, tick: int)[/code]
## method and calls them during the prediction phase.
## The root node for resolving node paths in properties. Defaults to the parent
## node.
@export var root: Node = get_parent()
@export_group("State")
## Properties that define the game state.
## [br][br]
## State properties are recorded for each tick and restored during rollback.
## State is restored before every rollback tick, and recorded after simulating
## the tick.
@export var state_properties: Array[String]
var _state_properties := _PropertyPool.new()
var _sim_nodes: Array[Node] = []
var _properties_dirty: bool = false
## Process settings.
##
## Call this after any change to configuration.
func process_settings() -> void:
# Deregister all nodes we've registered previously
for subject in _state_properties.get_subjects():
NetworkHistoryServer.deregister(subject)
for node in _sim_nodes:
RollbackSimulationServer.deregister_node(node)
# Gather all prediction-aware nodes to call during prediction ticks
_sim_nodes = root.find_children("*")
_sim_nodes.push_front(root)
_sim_nodes = _sim_nodes.filter(func(it): return NetworkRollback.is_rollback_aware(it))
_sim_nodes.erase(self)
# Keep history of state properties
_state_properties.set_from_paths(root, state_properties)
for subject in _state_properties.get_subjects():
for property in _state_properties.get_properties_of(subject):
NetworkHistoryServer.register_rollback_state(subject, property)
# Simulated notes to participate in rollback
for node in _sim_nodes:
RollbackSimulationServer.register(NetworkRollback._get_rollback_method(node))
func _ready() -> void:
if Engine.is_editor_hint():
return
if not NetworkTime.is_initial_sync_done():
# Wait for time sync to complete
await NetworkTime.after_sync
process_settings.call_deferred()
func _enter_tree() -> void:
if Engine.is_editor_hint():
return
if not NetworkTime.is_initial_sync_done():
# Wait for time sync to complete
await NetworkTime.after_sync
process_settings.call_deferred()
func _reprocess_settings() -> void:
if not _properties_dirty or Engine.is_editor_hint():
return
_properties_dirty = false
process_settings()
## Add a state property.
## [br][br]
## Settings will be automatically updated. The [param node] may be a string or
## [NodePath] pointing to a node, or an actual [Node] instance. If the given
## property is already tracked, this method does nothing.
func add_state(node: Variant, property: String):
var property_path := PropertyEntry.make_path(root, node, property)
if not property_path or state_properties.has(property_path):
return
state_properties.push_back(property_path)
_properties_dirty = true
_reprocess_settings.call_deferred()
func _notification(what: int) -> void:
if what == NOTIFICATION_EDITOR_PRE_SAVE:
update_configuration_warnings()
if what == NOTIFICATION_PREDELETE:
for node in _sim_nodes:
RollbackSimulationServer.deregister_node(node)
for subject in _state_properties.get_subjects():
NetworkHistoryServer.deregister(subject)
func _get_configuration_warnings() -> PackedStringArray:
if not root:
root = get_parent()
# Explore state properties
if not root:
return ["No valid root node found!"]
var result := PackedStringArray()
result.append_array(_NetfoxEditorUtils.gather_properties(root, "_get_rollback_state_properties",
func(node, prop):
add_state(node, prop)
))
return result