Files
tactical-shooter/addons/netfox/rollback/rollback-freshness-store.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

35 lines
689 B
GDScript

extends RefCounted
class_name RollbackFreshnessStore
## This class tracks nodes and whether they have processed any given tick during
## a rollback.
# TODO: _Set
var _data: Dictionary = {}
func is_fresh(node: Node, tick: int) -> bool:
if not _data.has(tick):
return true
if not _data[tick].has(node):
return true
return false
func notify_processed(node: Node, tick: int) -> void:
if not _data.has(tick):
_data[tick] = {}
_data[tick][node] = true
func trim() -> void:
while not _data.is_empty():
var earliest_tick := _data.keys().min()
if earliest_tick < NetworkRollback.history_start:
_data.erase(earliest_tick)
else:
break
func clear():
_data.clear()