b0c83af092
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>
38 lines
1.4 KiB
GDScript
38 lines
1.4 KiB
GDScript
extends RefCounted
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class_name _BaseSnapshotSerializer
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var _identity_server: _NetworkIdentityServer
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var _schemas: _NetworkSchema
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static var _default_filter := func(subject: Object): return true
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static var _logger := NetfoxLogger._for_netfox("DenseSnapshotSerializer")
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func _init(p_schemas: _NetworkSchema, p_identity_server: _NetworkIdentityServer = null):
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assert(p_schemas != null, "Missing schemas!")
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# Intentionally storing reference, so it can be modified from the outside
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# e.g. RollbackSynchronizerServer adds a property
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_schemas = p_schemas
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_identity_server = p_identity_server
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func _write_property(node: Node, property: NodePath, value: Variant, buffer: StreamPeerBuffer) -> void:
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_schemas.encode(node, property, value, buffer)
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func _read_property(node: Node, property: NodePath, buffer: StreamPeerBuffer) -> Variant:
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return _schemas.decode(node, property, buffer)
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func _write_identifier(subject: Object, peer: int, buffer: StreamPeerBuffer) -> Error:
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var netref := NetworkSchemas._netref()
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var identifier := _get_identity_server()._get_identifier_of(subject)
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if not identifier:
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_logger.error("Can't synchronize %s, identifier missing!", [subject])
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return ERR_DOES_NOT_EXIST
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var idref := identifier.reference_for(peer)
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netref.encode(idref, buffer)
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return OK
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func _get_identity_server() -> _NetworkIdentityServer:
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if not _identity_server:
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_identity_server = NetworkIdentityServer
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return _identity_server
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