Files
tactical-shooter/addons/netfox/properties/property-config.gd
T
shawn e7299b17e9 Phase 7: netfox + godot-jolt stack upgrade
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)
2026-07-02 17:39:22 -04:00

37 lines
1.1 KiB
GDScript

extends RefCounted
class_name _PropertyConfig
var _properties: Array[PropertyEntry] = []
var _auth_properties: Dictionary = {} # Peer (int) to owned properties (Array[PropertyEntry])
var local_peer_id: int
func clear() -> void:
_properties.clear()
_auth_properties.clear()
func set_properties(p_properties: Array[PropertyEntry]) -> void:
clear()
_properties.assign(p_properties)
func set_properties_from_paths(property_paths: Array[String], property_cache: PropertyCache) -> void:
clear()
for path in property_paths:
_properties.append(property_cache.get_entry(path))
func get_properties() -> Array[PropertyEntry]:
return _properties
func get_owned_properties() -> Array[PropertyEntry]:
return get_properties_owned_by(local_peer_id)
func get_properties_owned_by(peer: int) -> Array[PropertyEntry]:
if not _auth_properties.has(peer):
var owned_properties: Array[PropertyEntry] = []
for property_entry in _properties:
if property_entry.node.get_multiplayer_authority() == peer:
owned_properties.append(property_entry)
_auth_properties[peer] = owned_properties
return _auth_properties[peer]