Files
tactical-shooter/examples/shared/scripts/lan-bootstrapper.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

112 lines
2.8 KiB
GDScript

extends Node
@export_category("UI")
@export var connect_ui: Control
@export var address_input: LineEdit
@export var port_input: LineEdit
func host_only():
var brawler_spawner: BrawlerSpawner = %"Brawler Spawner"
if brawler_spawner != null:
brawler_spawner.spawn_host_avatar = false
host()
func host():
var host = _parse_input()
if host.size() == 0:
return ERR_CANT_RESOLVE
var port = host.port
# Start host
print("Starting host on port %s" % port)
var peer = ENetMultiplayerPeer.new()
if peer.create_server(port) != OK:
print("Failed to listen on port %s" % port)
get_tree().get_multiplayer().multiplayer_peer = peer
print("Listening on port %s" % port)
# Wait for server to start
await Async.condition(
func():
return peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTING
)
if peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED:
OS.alert("Failed to start server!")
return
print("Server started")
get_tree().get_multiplayer().server_relay = true
connect_ui.hide()
# Only start manually if NetworkEvents is not handling it (e.g. multiplayer-simple)
if not NetworkEvents.enabled:
NetworkTime.start()
func join():
var host = _parse_input()
if host.size() == 0:
return ERR_CANT_RESOLVE
var address = host.address
var port = host.port
# Connect
print("Connecting to %s:%s" % [address, port])
var peer = ENetMultiplayerPeer.new()
var err = peer.create_client(address, port)
if err != OK:
OS.alert("Failed to create client, reason: %s" % error_string(err))
return err
get_tree().get_multiplayer().multiplayer_peer = peer
# Wait for connection process to conclude
await Async.condition(
func():
return peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTING
)
if peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED:
OS.alert("Failed to connect to %s:%s" % [address, port])
return
print("Client started")
connect_ui.hide()
# Only start manually if NetworkEvents is not handling it (e.g. multiplayer-simple)
if not NetworkEvents.enabled:
NetworkTime.start()
func _enter_tree():
# Hide and show UI as appropriate
# These handlers are necessary, since the game could have started via
# autoconnect, or any other method
NetworkEvents.on_client_start.connect(func(__): connect_ui.hide())
NetworkEvents.on_server_start.connect(func(): connect_ui.hide())
NetworkEvents.on_client_stop.connect(func(): connect_ui.show())
NetworkEvents.on_server_stop.connect(func(): connect_ui.show())
func _parse_input() -> Dictionary:
# Validate inputs
var address = address_input.text
var port = port_input.text
if address == "":
OS.alert("No host specified!")
return {}
if not port.is_valid_int():
OS.alert("Invalid port!")
return {}
port = port.to_int()
return {
"address": address,
"port": port
}