b0c83af092
Complete replacement of the tactical-shooter project with the netfox-cs-sample (MIT) — a CS 1.6 inspired multiplayer FPS built with Godot 4 and netfox. ## What's new - Full CS-style gameplay: teams (T/CT), rounds, economy, buy menu - 6 weapons: Knife, Glock, USP, AK-47, M4A1, AWP - Bomb plant/defuse with 2 bombsites - Flashbang & smoke grenades - Proper netfox rollback netcode at 64 tick - Network popup UI for host/join - HUD, crosshair, round timer, scoreboard - All netfox singletons registered as autoloads (works in exported builds) ## Architecture - Listen-server (host from client, no dedicated server binary) - Multiplayer-fps game lives at examples/multiplayer-fps/ - Netfox addons registered as autoloads for exported build compat - Godot 4.7 with Forward+ renderer ## Removed - Old headless-server architecture (client_main, server_main, player.gd, etc.) - Custom netfox bootstrap with ENet fallback - Old ChaffGames FPS template (2,420 lines, 844 KB) - SimulationServer GDExtension stub - Godot-jolt physics (netfox sample uses default Godot physics) - Duplicate weapon_data.gd, anti_cheat.gd, round_manager.gd, etc. - Server browser API Python venv (87 MB) - test_range map and modular assets ## Preserved - Git history - Server config at config/default_server_config.cfg - Windows export preset - Build directory (gitignored) Co-authored-by: naxIO <naxIO@users.noreply.github.com>
93 lines
3.1 KiB
GDScript
93 lines
3.1 KiB
GDScript
extends _BaseSnapshotSerializer
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class_name _SparseSnapshotSerializer
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static func _static_init():
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_logger = NetfoxLogger._for_netfox("SparseSnapshotSerializer")
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func write_for(peer: int, snapshot: _Snapshot, properties: _PropertyPool, filter: Callable = _default_filter, buffer: StreamPeerBuffer = null) -> PackedByteArray:
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if buffer == null:
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buffer = StreamPeerBuffer.new()
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var netref := NetworkSchemas._netref()
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var varuint := NetworkSchemas.varuint()
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var varbits := NetworkSchemas._varbits()
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var node_buffer := StreamPeerBuffer.new()
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var has_data := false
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# Write ticks
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buffer.put_u32(snapshot.tick)
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# For each node
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for subject in properties.get_subjects():
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if not filter.call(subject): continue
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if not snapshot.is_auth(subject): continue
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var node := subject as Node
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assert(node.is_multiplayer_authority(), "Trying to serialize state for non-owned node!")
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assert(snapshot.is_auth(node), "Trying to serialize non-auth state node!")
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# Write identifier
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if _write_identifier(node, peer, buffer) != OK:
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continue
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node_buffer.clear()
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var node_props := properties.get_properties_of(node)
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var changed_bits := _Bitset.new(node_props.size())
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for i in node_props.size():
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var property := node_props[i]
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if not snapshot.has_property(node, property):
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continue
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changed_bits.set_bit(i)
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var value := snapshot.get_property(node, property)
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_write_property(node, property, value, node_buffer)
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varuint.encode(node_buffer.data_array.size(), buffer) # Node props len
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varbits.encode(changed_bits, buffer) # Changed prop bits
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buffer.put_data(node_buffer.data_array) # Changed props
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has_data = true
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if has_data:
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return buffer.data_array
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else:
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# Return an empty buffer if we ended up not serializing anything
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return PackedByteArray()
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func read_from(peer: int, properties: _PropertyPool, buffer: StreamPeerBuffer, is_auth: bool = true) -> _Snapshot:
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var netref := NetworkSchemas._netref()
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var varuint := NetworkSchemas.varuint()
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var varbits := NetworkSchemas._varbits()
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var node_buffer := StreamPeerBuffer.new()
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# Grab ticks
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var tick := buffer.get_u32()
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var snapshot := _Snapshot.new(tick)
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while buffer.get_available_bytes() > 0:
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# Read header, including identity reference
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var idref := netref.decode(buffer) as _NetworkIdentityReference
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var node_data_size := varuint.decode(buffer) as int
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var changed_bits := varbits.decode(buffer) as _Bitset
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node_buffer.data_array = buffer.get_partial_data(node_data_size)[1]
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# Resolve to identifier
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var identifier := _get_identity_server()._resolve_reference(peer, idref)
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if not identifier:
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# TODO(#563): Handle unknown IDs gracefully
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_logger.warning("Received unknown identity reference %s, skipping data", [idref])
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break
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var node := identifier.get_subject() as Node
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# Read changed properties
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var node_props := properties.get_properties_of(node)
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for idx in changed_bits.get_set_indices():
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var property := node_props[idx]
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var value := _read_property(node, property, node_buffer)
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snapshot.set_property(node, property, value)
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snapshot.set_auth(node, is_auth)
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return snapshot
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