Files
tactical-shooter/docs/migration-netfox-plan.md
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

204 lines
11 KiB
Markdown

# Phase 7: Stack Upgrade — netfox + godot-jolt Migration Plan
## Overview
Migrate from raw **ENetMultiplayerPeer** to **netfox** (foxssake/netfox, 1020⭐ MIT)
for rollback netcode, client prediction, and lag compensation. Add **godot-jolt**
(godot-jolt/godot-jolt, 2535⭐ MIT) for deterministic 128Hz physics.
**Reference architecture:** [naxIO/netfox-cs-sample](https://github.com/naxIO/netfox-cs-sample)
— CS 1.6 clone using netfox rollback patterns (teams, economy, bomb, 6 weapons).
---
## Current Architecture (Pre-Migration)
```
┌───────────────────────────────────────────────────┐
│ project.godot │
│ Autoloads: NetworkManager, ServerConfig, │
│ RoundManager, PluginManager │
│ Physics: 128Hz (Godot built-in) │
│ Rendering: Vulkan Forward+ │
│ Main Scene: server_main.tscn │
└─────────────────────┬─────────────────────────────┘
┌─────────────┴──────────────┐
▼ ▼
┌─────────────────┐ ┌──────────────────────────┐
│ network_manager │ │ SimulationServer │
│ .gd (ENet) │ │ (GDExtension C++) │
│ │ │ │
│ - ENetMultiplayer│ │ - entity spawning │
│ - 3 channels │ │ - apply_input() │
│ - RPC broadcasts │ │ - fire_weapon() │
│ - signals: │ │ - get_entity() │
│ player_* │ └──────────┬────────────────┘
│ round_* │ │
│ score_* │ ┌──────────▼────────────────┐
└─────────────────┘ │ fps_character_controller │
│ .gd (CharacterBody3D) │
┌─────────────────┐ │ │
│ round_manager │ │ - Input → SimulationServer│
│ .gd (state │ │ - move_local() fallback │
│ machine) │ │ - crouch, sprint, jump │
│ │ └────────────────────────────┘
│ - signals: │
│ round_*,score │ ┌──────────────────────────┐
│ - _process tick │ │ Player (Node3D) │
└─────────────────┘ │ - basic BoxMesh │
│ - movement_speed param │
└──────────────────────────┘
```
**Key issue:** ENet has no rollback, no client prediction, no lag compensation.
Players on slower connections will feel inconsistent hit registration.
---
## Target Architecture (Post-Migration)
```
┌────────────────────────────────────────────────────┐
│ project.godot │
│ Autoloads: (same, NetworkManager rewired) │
│ Physics: Jolt @ 128Hz (godot-jolt GDExtension) │
│ Rendering: Vulkan Forward+ │
│ Addons: netfox, netfox.noray, netfox.extras │
└─────────────────────┬──────────────────────────────┘
┌─────────────┴──────────────┐
▼ ▼
┌──────────────────────┐ ┌──────────────────────────┐
│ netfox core │ │ netfox.noray │
│ (NetworkEvents, │ │ (NAT punchthrough) │
│ RollbackSynch., │ └──────────────────────────┘
│ TickInterpolator) │
└──────────┬───────────┘ ┌──────────────────────────┐
│ │ netfox.extras │
▼ │ (BaseNetInput, │
┌──────────────────────┐ │ RewindableStateMachine)│
│ NetworkManager.gd │ └──────────────────────────┘
│ (wrapper over netfox │
│ NetworkEvents + │ ┌──────────────────────────┐
│ MultiplayerSynch.) │ │ godot-jolt │
└──────────┬───────────┘ │ (deterministic physics) │
│ └──────────────────────────┘
┌────────────────────────────────────────────────────┐
│ RollbackSynchronizer (player state) │
│ - _rollback_tick() → deterministic state sync │
│ - TickInterpolator → smooth visuals │
│ - Client prediction: apply input locally, │
│ reconcile from server snapshot │
└────────────────────────────────────────────────────┘
┌────────────────────────────────────────────────────┐
│ RewindableAction (hitscan weapons) │
│ - Server-authoritative hit detection │
│ - Server rewinds physics to match client timing │
│ - Per-limb damage: head/chest/waist/legs │
└────────────────────────────────────────────────────┘
```
---
## Migration Phases (Task Breakdown)
### P7.1 Research — netfox migration plan ✅ [THIS DOCUMENT]
### P7.2 Install — netfox addon
1. Download latest release from GitHub
2. Extract addons/netfox/, addons/netfox.noray/, addons/netfox.extras/, addons/netfox.internals/
3. Enable in Project Settings → Plugins
4. Verify `godot --headless --check-only` compiles
### P7.3 Install — godot-jolt physics
1. Download from releases or Asset Library
2. Copy addons/godot-jolt/ into project
3. Enable plugin, configure physics → 128Hz
4. Verify headless compilation
### P7.4 Port — NetworkManager.gd
**Source:** `scripts/network/network_manager.gd` (214 lines, ENet wrapper)
**Changes:**
- Replace `ENetMultiplayerPeer` → netfox `NetworkEvents`
- `start_server()` → use netfox's NetworkEvents server flow
- `join_server()` → use netfox's NetworkEvents client flow
- Player replication signals → netfox `MultiplayerSynchronizer` or `RollbackSynchronizer`
- Round state RPCs (`broadcast_round_*`) → netfox events
- Remove channel system (netfox handles prioritisation internally)
**Equivalent vs New:**
| Current ENet | netfox Equivalent |
|---|---|
| ENetMultiplayerPeer | NetworkEvents (connect/disconnect) |
| @rpc("authority", "call_local", "reliable") | MultiplayerSynchronizer / RollbackSynchronizer |
| broadcast_spawn_player RPC | NetworkEvents + spawn hook |
| broadcast_round_start RPC | NetworkEvents event |
| 3 channels (input/events/telemetry) | Automatic (netfox manages ordering) |
| _process polling | TickInterpolator / _rollback_tick() |
### P7.5 Build — Client Prediction + Rollback
**Key netfox patterns:**
- `RollbackSynchronizer` with `_rollback_tick()` for deterministic state sync
- `BaseNetInput` with `_gather()` for input collection
- `TickInterpolator` for smooth visual interpolation between ticks
- Client-side prediction: apply input immediately, reconcile when server snapshot arrives
### P7.6 Build — Rollback Hitscan + Lag Compensation
**Key netfox patterns:**
- `RewindableAction` for rollback-safe weapon firing
- Server rewinds entity positions to match client's input timestamp
- Hit detection inside rollback loop
- Per-limb damage (head 2x, chest 1.0x, waist 0.75x, legs 0.5x)
### P7.7 Port — RoundManager to netfox
**Source:** `server/scripts/round_manager.gd` (647 lines)
**Changes:**
- Round state signals (`round_started`, `round_ended`, etc.) → netfox events
- `player_died` etc. → netfox replicated state or RPCs
- `get_round_state_snapshot()` → netfox synchronized property
### P7.8 Port — FPS Controller to BaseNetInput
**Source:** `client/characters/character/fps_character_controller.gd` (401 lines)
**Changes:**
- Replace manual `_input_dict``BaseNetInput` subclass
- Use `_gather()` to collect input per tick
- Movement logic becomes server-authoritative (no more `move_local` fallback except singleplayer)
- Keep mouse look, crouch transition, sprint toggle — adapt for netfox tick
### P7.9 Test — Headless Export + Deployment
- `godot --headless --export-debug "Linux/X11" build/server/tactical-shooter.x86_64`
- Server starts clean, clients connect, rollback works across LAN
- Push to Gitea, update systemd service, verify on server
---
## Reference Files
| File | Lines | Key Role |
|---|---|---|
| `scripts/network/network_manager.gd` | 214 | ENet transport wrapper, RPC broadcasts |
| `scripts/network/player.gd` | ~60 | Basic player node |
| `scripts/network/server_main.gd` | ~150 | Server entry point |
| `scripts/network/client_main.gd` | ~120 | Client entry point |
| `client/characters/character/fps_character_controller.gd` | 401 | FPS movement + input to SimulationServer |
| `client/characters/character/fps_camera.gd` | ~80 | Camera look |
| `server/scripts/round_manager.gd` | 647 | Round state machine |
| `server/scripts/plugin_api/plugin_manager.gd` | 573 | Plugin system |
| `scenes/server/server_main.tscn` | 14 | Server scene |
| `scenes/client/client_main.tscn` | 14 | Client scene |
| `scenes/player.tscn` | 15 | Player prefab |
| `project.godot` | 33 | Autoloads, physics settings |
## Resources
- [netfox docs](https://foxssake.github.io/netfox/)
- [netfox GitHub](https://github.com/foxssake/netfox)
- [naxIO/netfox-cs-sample — CS 1.6 reference](https://github.com/naxIO/netfox-cs-sample)
- [godot-jolt GitHub](https://github.com/godot-jolt/godot-jolt)
- [VANTIX tactical shooter reference (C#, architecture only)](https://github.com/justin-bobr/vantix)