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>
172 lines
4.6 KiB
GDScript
172 lines
4.6 KiB
GDScript
extends RefCounted
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class_name _Snapshot
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# Stores property values of multiple subjects, recorded for a specific tick
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var tick: int
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var _data := {} # object to (property to variant)
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var _auth_subjects := _Set.new()
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static func make_patch(from: _Snapshot, to: _Snapshot, tick: int = to.tick) -> _Snapshot:
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var patch := _Snapshot.new(tick)
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for subject in from._data:
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# Target has no knowledge of subject, don't patch
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if not to._data.has(subject):
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continue
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# Only patch to auth subjects
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if not to.is_auth(subject):
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continue
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for property in to._data[subject]:
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# Target snapshot has different value, patch it
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if from.get_property(subject, property) != to.get_property(subject, property):
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patch.set_property(subject, property, to.get_property(subject, property))
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patch.set_auth(subject, to.is_auth(subject))
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return patch
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# Each entry should be [subject, property, value]
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static func of(tick: int, entries: Array[Array], auth_subjects: Array[Object]) -> _Snapshot:
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var snapshot := _Snapshot.new(tick)
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for entry in entries:
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var subject := entry[0] as Object
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var property := entry[1] as NodePath
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var value := entry[2] as Variant
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snapshot.set_property(subject, property, value)
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for subject in auth_subjects:
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snapshot.set_auth(subject, true)
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return snapshot
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func _init(p_tick: int):
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tick = p_tick
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func duplicate() -> _Snapshot:
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var result := _Snapshot.new(tick)
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result._data = _data.duplicate(true)
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result._auth_subjects = _auth_subjects.duplicate()
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return result
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func set_auth(subject: Object, is_auth: bool) -> void:
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if is_auth:
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_auth_subjects.add(subject)
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else:
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_auth_subjects.erase(subject)
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func set_property(subject: Object, property: NodePath, value: Variant) -> void:
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if not _data.has(subject):
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_data[subject] = { property: value }
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else:
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_data[subject][property] = value
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func record_property(subject: Object, property: NodePath) -> void:
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var value := subject.get_indexed(property)
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set_property(subject, property, value)
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func get_property(subject: Object, property: NodePath) -> Variant:
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return _data.get(subject, {}).get(property)
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func has_property(subject: Object, property: NodePath) -> bool:
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if not _data.has(subject):
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return false
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if not _data[subject].has(property):
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return false
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return true
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func merge(snapshot: _Snapshot) -> bool:
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var has_changed := false
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for subject in snapshot._data:
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if not _data.has(subject):
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# We have no data of the subject, copy all
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_data[subject] = snapshot._data[subject].duplicate()
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set_auth(subject, snapshot.is_auth(subject))
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has_changed = true
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continue
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if snapshot.is_auth(subject) or not is_auth(subject):
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var own_props := _data[subject] as Dictionary
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var their_props := snapshot._data[subject] as Dictionary
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has_changed = has_changed or own_props != their_props
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own_props.merge(their_props, true)
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set_auth(subject, snapshot.is_auth(subject))
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return has_changed
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func apply() -> void:
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for subject in _data:
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for property in _data[subject]:
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var value = _data[subject][property]
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(subject as Object).set_indexed(property, value)
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func sanitize(sender: int) -> void:
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var invalid_subjects := []
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for subject in _data:
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if subject is Node:
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if subject.get_multiplayer_authority() != sender:
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invalid_subjects.append(subject)
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for subject in invalid_subjects:
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_data.erase(invalid_subjects)
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func has_subject(subject: Object, require_auth: bool = false) -> bool:
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if not _data.has(subject):
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return false
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if require_auth and not is_auth(subject):
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return false
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return true
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func has_subjects(subjects: Array, require_auth: bool = false) -> bool:
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for subject in subjects:
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if not has_subject(subject, require_auth):
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return false
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return true
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func get_subjects() -> Array:
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return _data.keys()
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func get_auth_subjects() -> Array:
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return _auth_subjects.values()
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func get_subject_properties(subject: Object) -> Array:
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return _data.get(subject, {}).keys()
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func is_empty() -> bool:
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return _data.is_empty()
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func size() -> int:
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var result := 0
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for subject in _data:
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result += (_data[subject] as Dictionary).size()
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return result
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func is_auth(subject: Object) -> bool:
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return _auth_subjects.has(subject)
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func equals(other) -> bool:
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if other is _Snapshot:
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return tick == other.tick and _data == other._data and _auth_subjects.equals(other._auth_subjects)
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else:
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return false
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func _to_string() -> String:
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var result := "_Snapshot(#%d" % [tick]
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for subject in _data:
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for property in _data[subject]:
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var value = _data[subject][property]
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result += ", %s:%s(%s): %s" % [subject, property, is_auth(subject), value]
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result += ")"
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return result
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func _to_vest():
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return {
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"tick": tick,
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"data": _data,
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"auth_subjects": _auth_subjects
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}
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