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