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>
67 lines
2.1 KiB
Markdown
67 lines
2.1 KiB
Markdown
# PredictiveSynchronizer
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An un-networked version of [RollbackSynchronizer] which manages states during
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the rollback loop. Its main use case is for short lived or highly
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deterministic scenarios where using [RollbackSynchronizer] isn't practical or
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necessary.
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## Key Differences from RollbackSynchronizer
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Same same, but different.
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- **No networking** - Operates entirely locally
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- **No input properties** - Only manages state properties
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## Configuration
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### Basic Setup
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Add *PredictiveSynchronizer* as a child to your target node and configure:
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### Root Node
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The *Root* property specifies the root node for resolving state properties.
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Following the same pattern as [RollbackSynchronizer], it's recommended to add
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*PredictiveSynchronizer* under its target node, making the parent the root.
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### State Properties
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*State properties* are recorded for each tick and restored during rollback,
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just like in [RollbackSynchronizer]. The key difference is that these states
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are only managed locally - they're never transmitted across the network.
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See [Property paths] for details on specifying properties.
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## Writing Prediction-Aware Scripts
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*PredictiveSynchronizer* automatically discovers nodes with a
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`_rollback_tick()` method under the specified root. During rollback, it will
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call that method for each tick.
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Implement `_rollback_tick()` in your scripts:
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```gdscript
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extends ShapeCast3D
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@export var projectile_speed: float = 50.0
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func _rollback_tick(delta: float, tick: int, is_fresh: bool):
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shape_cast.force_shapecast_update()
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if is_colliding():
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handle_collision()
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global_position += transform.basis.z.normalized() * projectile_speed
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```
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!!!warning
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Both *PredictiveSynchronizer* and *RollbackSynchronizer* use the same
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callback method. They are intended to manage separate nodes - having the
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same node be managed both by *RollbackSynchronizer* and
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*PredictiveSynchronizer* is not supported, and may lead to janky behavior.
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[RollbackSynchronizer]: ./rollback-synchronizer.md
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[Property paths]: ../guides/property-paths.md
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