e7299b17e9
Stack installed: - netfox v1.35.3 (core + extras + noray + internals) - godot-jolt v0.16.0-stable Architecture: - Server: ENet transport (works headless, no netfox deps) - Client/Editor: netfox rollback (RollbackSynchronizer, TickInterpolator) New/modified: - docs/migration-netfox-plan.md — migration architecture - scripts/network/network_manager.gd — netfox-aware ENet fallback - scripts/network/player.gd — clean base player - client/characters/player_netfox.gd — rollback player w/ WeaponManager - client/characters/input/player_net_input.gd — BaseNetInput subclass - client/characters/character/fps_character_controller.gd — netfox input feed - client/weapons/ — weapon data, registry, TacticalWeaponHitscan, WeaponManager - client/scripts/round_replicator.gd — client-side round state bridge - server/scripts/round_manager.gd — improved state machine - server/scripts/plugin_api/plugin_manager.gd — refined plugin system - config: enemy_tag, ally_tag for meatball targeting Removed: old C++ SimulationServer GDExtension (replaced by netfox rollback)
248 lines
11 KiB
Markdown
248 lines
11 KiB
Markdown
# Netfox Migration Checklist — File-by-File Audit
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Generated: 2026-07-02
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Task: P7.1 (research — netfox migration plan)
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---
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## Architecture Overview
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```
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┌──────────────────────────────────┐
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│ network_manager.gd │
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│ (ENetMultiplayerPeer transport) │
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│ + optional NetworkEvents overlay│
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└──────┬───────────────┬───────────┘
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│ │
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┌────────────┘ └────────────┐
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v v
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┌─────────────────────┐ ┌─────────────────────┐
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│ server_main.gd │ │ client_main.gd │
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│ (dedicated server)│ │ (client entry) │
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└─────────┬───────────┘ └──────────┬──────────┘
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│ │
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┌─────────┴───────────┐ ┌──────────┴──────────┐
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│ round_manager.gd │ │ round_replicator.gd │
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│ (state machine) │ │ (client mirror) │
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└─────────────────────┘ └─────────────────────┘
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┌──────────────────────────────────────────────────────────┐
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│ player.gd │
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│ RollbackSynchronizer (dynamic child) │
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│ ├── state_properties: pos, is_alive, team_id, spec_tgt │
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│ └── input_properties: → PlayerNetInput/* │
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│ │
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│ PlayerNetInput (child Node) │
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│ ├── move_direction, look_yaw, look_pitch │
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│ ├── jump, sprint, crouch, shoot, aim │
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│ └── connects to NetworkTime.before_tick_loop │
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└──────────────────────────────────────────────────────────┘
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```
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### Headless Compilation
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✅ **Passes** — `godot --headless --check-only` reports 0 parser errors.
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- Runtime warnings (ENet host, netfox unavailable, empty map rotation) are all expected in CI environments.
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- All netfox-dependent code paths guarded by `Engine.has_singleton()` + duck-typing.
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---
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## File-by-File Audit
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### 1. network_manager.gd (245 lines) — TRANSPORT LAYER
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**Current role:** ENetMultiplayerPeer management + signal relay hub.
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**DONE:**
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- ✅ Optional NetworkEvents overlay for lifecycle signals (`_try_connect_netfox()`)
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- ✅ All netfox refs use `Engine.has_singleton("NetworkEvents")` — no `class_name` refs
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**REMAINING (6 legacy RPC broadcasting functions):**
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| Line | RPC | netfox Replacement | Status |
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|------|-----|--------------------|--------|
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| 193 | `broadcast_spawn_player` | Replaced by RollbackSynchronizer state sync. Keep until client discoverse players from state, not RPC. | 🔶 keep temporarily |
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| 199 | `broadcast_despawn_player` | Same as above | 🔶 keep temporarily |
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| 209 | `broadcast_round_start` | Move to StateSynchronizer on a round-state autoload (P7.7) | ❌ |
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| 214 | `broadcast_round_end` | Same as above | ❌ |
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| 219 | `broadcast_match_end` | Same as above | ❌ |
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| 224 | `broadcast_score_change` | Same as above | ❌ |
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**Networking signals (9 total)** — all stay as-is. They are event hooks for consumers (client_main, round_replicator), not data sync.
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---
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### 2. player.gd (251 lines) — PLAYER ENTITY
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**Current role:** Player character with Team/Round integration. Uses RollbackSynchronizer.
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**DONE:**
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- ✅ RollbackSynchronizer dynamically created: `state_properties=[position, is_alive, team_id, spectate_target_id]`
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- ✅ `input_properties=[PlayerNetInput/move_direction, look_yaw, look_pitch, jump, sprint, crouch, shoot, aim]`
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- ✅ `_rollback_tick(delta, tick, is_input)` with deterministic movement
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- ✅ `_create_rollback_sync_node()` uses `load()` + `new()` from path — no class_name refs
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- ✅ Duck-typed netfox checks via `has_method()`, `Engine.has_singleton()`
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**REMAINING:**
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- No `TickInterpolator` child for smooth interpolation → P7.5
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---
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### 3. player_net_input.gd (91 lines) — INPUT GATHERING
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**Current role:** Tick-synchronized input collector, child of Player.
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**DONE:**
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- ✅ 8 exported input properties matching RollbackSynchronizer's `input_properties`
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- ✅ Connects to `NetworkTime.before_tick_loop`
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- ✅ Reads yaw/pitch from parent FPSCharacterController via duck-typing
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- ✅ Extends Node directly (avoids `BaseNetInput` headless class_name issues)
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**REMAINING:**
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- FPSCharacterController duplicates input gathering in `_physics_process` — should read from PlayerNetInput instead → P7.8
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---
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### 4. server_main.gd (342 lines) — SERVER ENTRY POINT
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**DONE:**
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- ✅ Uses `NetworkManager.start_server()` for ENet bootstrap
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- ✅ Connects to `NetworkManager.player_connected/disconnected`
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**REMAINING — 7 RPC call sites:**
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| Line | Call | netfox Plan |
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|------|------|-------------|
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| 120 | `broadcast_round_start.rpc(...)` | StateSynchronizer in P7.7 |
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| 142 | `broadcast_round_end.rpc(...)` | StateSynchronizer in P7.7 |
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| 178 | `broadcast_match_end.rpc(...)` | StateSynchronizer in P7.7 |
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| 184 | `broadcast_score_change.rpc(...)` | StateSynchronizer in P7.7 |
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| 288 | `broadcast_spawn_player.rpc(...)` | RollbackSynchronizer state (keep for now) |
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| 327 | `broadcast_despawn_player.rpc(...)` | RollbackSynchronizer state (keep for now) |
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| 332 | `broadcast_despawn_player.rpc(...)` | RollbackSynchronizer state (keep for now) |
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---
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### 5. client_main.gd (124 lines) — CLIENT ENTRY POINT
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**DONE:**
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- ✅ Uses `NetworkManager.join_server()`
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- ✅ Connects to `remote_player_spawned/despawned` for visualization
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**REMAINING:**
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- Creates full Player nodes with RollbackSynchronizer for each remote player (✅ correct pattern)
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- May want TickInterpolator on remote player instances later (P7.5)
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---
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### 6. round_replicator.gd (157 lines) — CLIENT ROUND STATE
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**DONE:**
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- ✅ Connects to NetworkManager's broadcast signals
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- ✅ Maintains round state (round_number, scores, time, freeze)
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- ✅ Uses netfox `NetworkTime` singleton for freeze tick tracking (line 84, 123)
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**REMAINING:**
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- Could be replaced by a `RoundState` autoload with `StateSynchronizer` for rollback-consistent round state (P7.7)
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---
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### 7. round_manager.gd (647 lines) — SERVER ROUND STATE MACHINE
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**DONE:** ✅ Zero networking code. Pure state machine emitting signals. No changes needed.
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---
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### 8. fps_character_controller.gd (411 lines) — FPS CONTROLS
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**DONE:**
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- ✅ `get_current_yaw()` / `get_current_pitch()` methods for PlayerNetInput
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- ✅ Standalone `_move_local()` fallback
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- ✅ SimulationServer refs use `Engine.has_singleton()`
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**REMAINING (P7.8):**
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- `_physics_process` gathers input AND sends to SimulationServer directly — duplicates PlayerNetInput
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- Need to read from PlayerNetInput child instead of `_get_move_direction()`
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- Clarify: PlayerNetInput → RollbackSynchronizer → server physics → reconcile → FPSCharacterController applies
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---
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## netfox Pattern Mapping
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| Pattern | netfox API | Status |
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|---------|-----------|--------|
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| Player state sync | RollbackSynchronizer.state_properties | ✅ |
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| Input client→server | RollbackSynchronizer.input_properties | ✅ |
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| Tick-driven movement | `_rollback_tick(delta, tick, is_input)` | ✅ |
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| Client prediction | `enable_prediction = true` | ✅ |
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| Smooth interpolation | TickInterpolator | ❌ P7.5 |
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| Round state broadcast | StateSynchronizer | ❌ P7.7 |
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| Rollback-safe weapon fire | RewindableAction | ❌ P7.6 |
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| Lag comp / hitscan | RewindableAction + mutation | ❌ P7.6 |
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| Visual rollback | TickInterpolator + _rollback_tick | ❌ P7.5 |
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| Lifecycle signals | NetworkEvents | ✅ |
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---
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## Netfox Singleton Availability (Headless)
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| Singleton | Editor | Headless | Access Pattern |
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|-----------|--------|----------|----------------|
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| NetworkEvents | ✅ | ❌ | `Engine.has_singleton("NetworkEvents")` |
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| NetworkTime | ✅ | ❌ | `Engine.has_singleton("NetworkTime")` |
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| NetworkRollback | ✅ | ❌ | `Engine.has_singleton("NetworkRollback")` |
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| NetworkPerformance | ✅ | ❌ | `Engine.has_singleton("NetworkPerformance")` |
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All access guarded — no class_name references in our code.
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---
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## Remaining Work Order (Dependency Graph)
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```
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P7.6 (RewindableAction) ── needs ── RollbackSynchronizer working (✅ DONE)
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P7.5 (TickInterpolator) ── needs ── RollbackSynchronizer working (✅ DONE)
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P7.7 (Round state netfox) ── needs ── NetworkEvents working (✅ DONE)
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P7.8 (FPSController refactor) ── needs ── P7.6 input flow clarified
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P7.9 (LAN test + deploy) ── needs ── all of the above
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```
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**Recommended order:** P7.6 → P7.5 → P7.7 → P7.8 → P7.9
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---
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## Files NOT Needing Changes
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| File | Reason |
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|------|--------|
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| `server/scripts/round_manager.gd` | Pure state machine, no networking |
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| `scripts/config/server_config.gd` | Config loader, no networking |
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| `scripts/network/netfox_bootstrap.gd` | No-op placeholder |
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| `server/scripts/plugin_api/plugin_manager.gd` | Plugin mgmt, no networking |
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| `client/weapons/data/weapon_registry.gd` | Data-only |
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---
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## Risk Assessment
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| Risk | Impact | Likelihood | Mitigation |
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|------|--------|------------|------------|
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| Headless compilation fails | High | Low | All netfox refs use has_singleton/has_method. Current check passes. |
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| RollbackSynchronizer vs PlayerNetInput property mismatch | Medium | Low | `input_properties` paths verified against @export var names — matched. |
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| Dual input path (SimulationServer + RollbackSynchronizer) | High | Medium | FPSCharacterController sends to both — needs architectural cleanup (P7.8) |
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| netfox API incompatibility with Godot 4.7 | Medium | Low | netfox 1.35.3 targets 4.3+; manual verification done — compilation passes |
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---
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## Key Files Summary
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| File | Lines | Netfox Status | RPCs | Signals | Changes Needed |
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|------|-------|---------------|------|---------|----------------|
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| network_manager.gd | 245 | ✅ overlay wired | 6 ❌ | 9 ✅ | Remove 6 RPCs post-P7.7 |
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| player.gd | 251 | ✅ rollback + tick | 0 | 0 | Add TickInterpolator P7.5 |
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| player_net_input.gd | 91 | ✅ tick gather | 0 | 0 | None atm |
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| server_main.gd | 342 | ✅ thin layer | 7 call sites ❌ | 2 | Migrate to StateSynchronizer P7.7 |
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| client_main.gd | 124 | ✅ thin layer | 0 | 2 signal connects | None atm |
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| round_replicator.gd | 157 | 🔶 signal-driven | 0 | 5 connects + 4 emits | Migrate to StateSynchronizer P7.7 |
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| round_manager.gd | 647 | ✅ no changes | 0 | 0 | None |
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| fps_character_controller.gd | 411 | 🔶 has getters | 0 | 0 | Input flow refactor P7.8 |
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