Files
tactical-shooter/docs/netfox/guides/network-events.md
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

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Markdown

# NetworkEvents
Provides convenience signals for multiplayer games. Included as an autoload.
Keeps track of the root *multiplayer* instance and fires signals when it
changes. Using *NetworkEvents*' signals are safe even when the *multiplayer*
instance changes, as the signals are updated upon instance change.
Provides missing signals for server start and server stop events.
## NetworkTime
When enabled, *NetworkEvents* will start [NetworkTime] when it detects that a
server or a client is started. It will stop [NetworkTime], when it detects that
the currently running server or client is stopped.
## Settings
Settings are found in the Project Settings, under Netfox > Events:
![NetworkEvents settings](../assets/network-events-settings.png)
*Enabled* toggles network events. When disabled, *NetworkEvents* will not emit
any events or track the multiplayer instance. This may slightly improve
performance, as it completely stops Godot from processing the *NetworkEvents*
node.
[NetworkTime]: ./network-time.md