Files
tactical-shooter/addons/netfox/servers/data/object-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

48 lines
1.2 KiB
GDScript

extends RefCounted
class_name _ObjectSnapshot
# Represents snapshot data for a single object, by storing the object's values
# for specified properties
var _object: Object
var _is_auth: bool = false
var _data: Dictionary = {}
func _init(p_object: Object) -> void:
_object = p_object
func duplicate() -> _ObjectSnapshot:
var result := _ObjectSnapshot.new(_object)
result._is_auth = _is_auth
result._data = _data.duplicate()
return result
func get_value(property: NodePath, default: Variant = null) -> Variant:
return _data.get(property, default)
func set_value(property: NodePath, value: Variant) -> void:
_data[property] = value
func has_value(property: NodePath) -> bool:
return _data.has(property)
func record_property(property: NodePath) -> void:
set_value(property, _object.get_indexed(property))
func apply() -> void:
for property in properties():
var value := get_value(property)
_object.set_indexed(property, value)
func is_auth() -> bool:
return _is_auth
func set_auth(p_auth: bool) -> void:
_is_auth = p_auth
func properties() -> Array:
return _data.keys()
func _to_string() -> String:
return "ObjectSnapshot(%s(%d), %s, %s)" % [_object, (_object as Node).get_multiplayer_authority() if _object is Node else -1, _is_auth, _data]