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)
160 lines
6.6 KiB
Markdown
160 lines
6.6 KiB
Markdown
# Tactical Shooter — GDExtension Simulation Core
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GDExtension C++ simulation core for a 128Hz tactical FPS. Movement, hit detection, and state serialization run entirely in C++ — the GDScript hot loop handles only network I/O and rendering.
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## Architecture
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```
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┌─────────────────────────────────────────────────────┐
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│ GDScript Layer │
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│ _process(delta) → can_tick() → tick() → send() │
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├─────────────────────────────────────────────────────┤
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│ SimulationServer (C++) │
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│ ┌──────────┐ ┌───────────────┐ ┌───────────────┐ │
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│ │Movement │ │HitDetection │ │StateSerializer│ │
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│ │Component │ │(ray/overlap) │ │(delta-compress)│ │
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│ └──────────┘ └───────────────┘ └───────────────┘ │
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│ ┌──────────────────────────────────────────────────┐│
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│ │ Entity[N] (position, velocity, health, input) ││
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│ └──────────────────────────────────────────────────┘│
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├─────────────────────────────────────────────────────┤
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│ Network Layer (GDScript → ENet) │
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└─────────────────────────────────────────────────────┘
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```
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### Design Principles
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- **Hot path in C++**: All simulation ticks (movement, hit detection, serialization) run in GDExtension. No GDScript VM overhead per tick.
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- **Custom replication**: Not using Godot's scene-replication (too expensive at 128Hz). Delta-compressed binary snapshots via `StateSerializer`.
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- **Abstracted systems**: Movement parameters are configurable from GDScript. Hit detection uses geometric checks (no PhysicsServer3D dependency in Phase 1).
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- **Benchmark-ready**: `SimulationServer::populate_bots()` + `get_stats()` provide the hook for the 128Hz load test (`task t_f671f48a`).
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## Prerequisites
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- **Godot 4.2+** (recommended: 4.3+)
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- **godot-cpp** (v4.3 branch): `git submodule update --init`
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- **SCons** 4.0+: `pip install scons`
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- **C++17 compiler**: GCC 11+ / Clang 14+ / MSVC 2022
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## Setup
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```bash
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# Clone with submodules
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git clone <repo-url> tactical-shooter
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cd tactical-shooter
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git submodule update --init --recursive
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# Build (debug)
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scons -j$(nproc)
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# Build (release)
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scons target=template_release -j$(nproc)
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```
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The compiled `.so`/`.dll` will be placed in `gdextension/bin/<platform>/`.
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## Usage (GDScript)
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```gdscript
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var server = SimulationServer.new()
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server.tick_rate = 128
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server.start()
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# Spawn some entities
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server.spawn_entity(Vector3(0, 0, 0))
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server.spawn_entity(Vector3(5, 0, 0))
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# Main loop
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func _process(delta):
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while server.can_tick(delta):
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var snapshot = server.tick()
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if snapshot.size() > 0:
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send_to_clients(snapshot)
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# Apply player input
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func _input(event):
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var input_dict = {
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move_direction = input_vector,
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look_yaw = camera_yaw,
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look_pitch = camera_pitch,
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jump = Input.is_action_just_pressed("jump"),
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sprint = Input.is_action_pressed("sprint"),
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shoot = Input.is_action_just_pressed("shoot"),
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input_sequence = input_seq
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}
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server.apply_input(player_entity_id, input_dict)
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```
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## Project Structure
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```
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├── SConstruct # Build system
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├── src/
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│ ├── register_types.cpp/.h # GDExtension entry point
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│ ├── simulation_server.cpp/.h # Main orchestrator (GDScript-facing)
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│ ├── entity.cpp/.h # Entity state (GDScript-facing)
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│ ├── movement_component.cpp/.h # FPS movement simulation
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│ ├── hit_detection.cpp/.h # Ray/sphere hit detection
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│ ├── state_serializer.cpp/.h # Delta-compressed snapshot I/O
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│ └── bitstream.h # Bit-level packing (header-only)
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├── gdextension/
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│ ├── simulation.gdextension # Godot extension config
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│ └── bin/ # Build output
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└── tests/
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└── test_simulation.cpp # Unit test harness
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```
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## Movement Parameters
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All tunable from GDScript:
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| Parameter | Default | Description |
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|----------------|---------|--------------------------------------|
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| walk_speed | 4.0 | Ground speed (units/s) |
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| sprint_speed | 6.5 | Sprint speed (units/s) |
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| crouch_speed | 2.0 | Crouch speed (units/s) |
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| acceleration | 20.0 | Ground acceleration (units/s²) |
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| air_acceleration| 4.0 | Air acceleration (units/s²) |
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| friction | 8.0 | Ground deceleration |
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| jump_velocity | 5.0 | Initial upward velocity (units/s) |
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| gravity | -20.0 | Gravity (units/s², negative = down) |
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## Snapshot Wire Format
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```
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[uint32 tick] # Server tick number
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[uint16 count] # Number of changed entities
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[uint16 base_tick] # 0 = full snapshot
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--- per entity ---
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[uint16 entity_id]
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[uint32 change_mask] # Which fields changed
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[fields per change_mask] # Only changed fields, packed as:
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position: 3 × 16-bit quantized floats (range ±1024)
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velocity: 3 × 12-bit quantized floats (range ±32)
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rotation: 2 × 11-12 bit quantized floats
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health: 7-bit quantized (0-100)
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armor: 7-bit quantized (0-100)
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weapon_id: uint8
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ammo: uint16
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flags: uint16
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input_seq: uint32
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```
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Typical sizes at 128Hz:
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- **Full snapshot** (10 entities): ~300-400 bytes
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- **Delta snapshot** (5 changed): ~150-250 bytes
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## Task Dependencies
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```
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Phase 0 (done) → build:gdextension-simulation-scaffold (this) → bench:128hz-load-test
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→ build:fps-character-controller
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```
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## Known Limitations (Phase 1)
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- Hit detection uses bounding sphere geometry (not PhysicsServer3D raycasts)
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- Ground detection is stub-only (no scene queries for floor normal)
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- No interpolation: clients receive raw tick snapshots
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- Single-threaded tick processing
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