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>
50 lines
1.2 KiB
GDScript
50 lines
1.2 KiB
GDScript
class_name _NetworkIdentifier
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extends RefCounted
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var _subject: Object
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var _full_name: String
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var _ids: Dictionary = {} # peer to id
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var _local_id: int
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signal on_id(peer: int, id: int)
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func _init(subject: Object, full_name: String, local_id: int, local_peer: int):
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_subject = subject
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_full_name = full_name
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_local_id = local_id
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_ids[local_peer] = local_id
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func has_id_for(peer: int) -> bool:
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return _ids.has(peer)
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func get_id_for(peer: int) -> int:
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return _ids.get(peer, -1)
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func set_id_for(peer: int, id: int) -> void:
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assert(not _ids.has(peer), "ID for peer #%d is already set!" % [peer])
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_ids[peer] = id
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on_id.emit(peer, id)
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func get_local_id() -> int:
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return _local_id
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func get_full_name() -> String:
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return _full_name
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func get_subject() -> Object:
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return _subject
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func get_known_peers() -> Array[int]:
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var result := [] as Array[int]
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result.assign(_ids.keys())
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return result
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func reference_for(peer: int) -> _NetworkIdentityReference:
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if has_id_for(peer):
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return _NetworkIdentityReference.of_id(get_id_for(peer))
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else:
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return _NetworkIdentityReference.of_full_name(get_full_name())
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func _to_string() -> String:
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return "NetworkIdentifier(%s)" % [_full_name]
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