Files
tactical-shooter/addons/netfox/state-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

155 lines
5.1 KiB
GDScript

@tool
extends Node
class_name StateSynchronizer
## Synchronizes state from authority.
##
## Similar to Godot's [MultiplayerSynchronizer], but is tied to the network tick loop. Works well
## with [TickInterpolator].
## [br][br]
## @tutorial(StateSynchronizer Guide): https://foxssake.github.io/netfox/latest/netfox/nodes/state-synchronizer/
## The root node for resolving node paths in properties.
@export var root: Node
## Properties to record and broadcast.
@export var properties: Array[String]
## Ticks to wait between sending full states.
## [br][br]
## If set to 0, full states will never be sent. If set to 1, only full states
## will be sent. If set higher, full states will be sent regularly, but not
## for every tick.
## [br][br]
## Only considered if [member _NetworkRollback.enable_diff_states] is true.
## @deprecated: This can now be configured in the project settings.
@export_range(0, 128, 1, "or_greater")
var full_state_interval: int = 24
## @deprecated: This is no longer used.
@export_range(0, 128, 1, "or_greater")
var diff_ack_interval: int = 0
## Decides which peers will receive updates
var visibility_filter := PeerVisibilityFilter.new()
var _properties_dirty: bool = false
var _properties := _PropertyPool.new()
var _schema_nodes := _Set.new()
var _is_initialized: bool = false
static var _logger := NetfoxLogger._for_netfox("StateSynchronizer")
## Process settings.
## [br][br]
## Call this after any change to configuration.
func process_settings() -> void:
# Remove old configuration
for node in _properties.get_subjects():
for property in _properties.get_properties_of(node):
NetworkHistoryServer.deregister_sync_state(node, property)
NetworkSynchronizationServer.deregister_sync_state(node, property)
# Register new configuration
_properties.set_from_paths(root, properties)
for node in _properties.get_subjects():
NetworkSynchronizationServer.register_visibility_filter(node, visibility_filter)
NetworkIdentityServer.register_node(node)
for property in _properties.get_properties_of(node):
NetworkHistoryServer.register_sync_state(node, property)
NetworkSynchronizationServer.register_sync_state(node, property)
_is_initialized = true
## 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) -> void:
var property_path := PropertyEntry.make_path(root, node, property)
if not property_path or properties.has(property_path):
return
properties.push_back(property_path)
_properties_dirty = true
_reprocess_settings.call_deferred()
## Set the schema for transmitting properties over the network.
## [br][br]
## The [param schema] must be a dictionary, with the keys being property path
## strings, and the values are the associated [NetworkSchemaSerializer] objects.
## Properties are interpreted relative to the [member root] node. Properties not
## specified in the schema will use a generic fallback serializer. By using the
## right serializer for the right property, bandwidth usage can be lowered.
## [br][br]
## See [NetworkSchemas] for many common serializers.
## [br][br]
## Example:
## [codeblock]
## state_synchronizer.set_schema({
## ":transform": NetworkSchemas.transform3f32(),
## ":velocity": NetworkSchemas.vec3f32()
## })
## [/codeblock]
func set_schema(schema: Dictionary) -> void:
# Remove previous schema
for node in _schema_nodes:
NetworkSynchronizationServer.deregister_schema_for(node)
_schema_nodes.clear()
# Register new schema
for prop in schema:
var prop_entry := PropertyEntry.parse(root, prop)
var serializer := schema[prop] as NetworkSchemaSerializer
NetworkSynchronizationServer.register_schema(prop_entry.node, prop_entry.property, serializer)
_schema_nodes.add(prop_entry.node)
func _notification(what) -> void:
if what == NOTIFICATION_EDITOR_PRE_SAVE:
update_configuration_warnings()
elif what == NOTIFICATION_PREDELETE:
for node in _properties.get_subjects():
NetworkSynchronizationServer.deregister(node)
NetworkHistoryServer.deregister(node)
NetworkIdentityServer.deregister(node)
func _get_configuration_warnings() -> PackedStringArray:
if not root:
root = get_parent()
# Explore state properties
if not root:
return ["No valid root node found!"]
return _NetfoxEditorUtils.gather_properties(root, "_get_synchronized_state_properties",
func(node, prop):
add_state(node, prop)
)
func _enter_tree() -> void:
if Engine.is_editor_hint():
return
if not visibility_filter:
visibility_filter = PeerVisibilityFilter.new()
if not visibility_filter.get_parent():
add_child(visibility_filter)
process_settings.call_deferred()
func _ready():
# Reprocess authority
# Important if nodes are pre-placed in the scene - node starts as owned by
# us ( offline peer is 1 ), but once we connect, we no longer own the node
multiplayer.connected_to_server.connect(process_settings)
func _reprocess_settings() -> void:
if not _properties_dirty:
return
_properties_dirty = false
process_settings()