Files
tactical-shooter/addons/netfox/serializers/base-snapshot-serializer.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

38 lines
1.4 KiB
GDScript

extends RefCounted
class_name _BaseSnapshotSerializer
var _identity_server: _NetworkIdentityServer
var _schemas: _NetworkSchema
static var _default_filter := func(subject: Object): return true
static var _logger := NetfoxLogger._for_netfox("DenseSnapshotSerializer")
func _init(p_schemas: _NetworkSchema, p_identity_server: _NetworkIdentityServer = null):
assert(p_schemas != null, "Missing schemas!")
# Intentionally storing reference, so it can be modified from the outside
# e.g. RollbackSynchronizerServer adds a property
_schemas = p_schemas
_identity_server = p_identity_server
func _write_property(node: Node, property: NodePath, value: Variant, buffer: StreamPeerBuffer) -> void:
_schemas.encode(node, property, value, buffer)
func _read_property(node: Node, property: NodePath, buffer: StreamPeerBuffer) -> Variant:
return _schemas.decode(node, property, buffer)
func _write_identifier(subject: Object, peer: int, buffer: StreamPeerBuffer) -> Error:
var netref := NetworkSchemas._netref()
var identifier := _get_identity_server()._get_identifier_of(subject)
if not identifier:
_logger.error("Can't synchronize %s, identifier missing!", [subject])
return ERR_DOES_NOT_EXIST
var idref := identifier.reference_for(peer)
netref.encode(idref, buffer)
return OK
func _get_identity_server() -> _NetworkIdentityServer:
if not _identity_server:
_identity_server = NetworkIdentityServer
return _identity_server