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)
22 lines
584 B
GDScript
22 lines
584 B
GDScript
extends Node
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class_name BaseNetInput
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## Base class for Input nodes used with rollback.
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func _ready():
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NetworkTime.before_tick_loop.connect(func():
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if is_multiplayer_authority():
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_gather()
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)
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## Method for gathering input.
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##
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## This method is supposed to be overridden with your input logic. The input
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## data itself may be gathered outside of this method ( e.g. gathering it over
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## multiple _process calls ), but this is the point where the input variables
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## must be set.
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##
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## [i]Note:[/i] This is only called for the local player's input nodes.
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func _gather():
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pass
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