Files
tactical-shooter/docs/netfox/concepts/servers-clients-ownership.md
T
shawn b0c83af092 Fresh start: replace with naxIO/netfox-cs-sample foundation
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>
2026-07-02 20:55:20 -04:00

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# Servers, clients, and ownership
Much of this documentation discusses things in context of servers and clients.
This page is intended to clear up how this translates to Godot's concept of
multiplayer ownership.
## Ownership in Godot
In Godot's multiplayer system, each node belongs to a multiplayer peer, i.e. a
player. This can be set from scripts, and is not replicated. This means that
the logic assigning ownership to nodes must produce the same result on every
machine for things to work consistently.
## Ownership in netfox
To mesh better with Godot's existing conventions, *netfox* doesn't work in
terms of server and client, but uses ownership instead.
Whenever *the server* is mentioned, it refers to a given node's owner.
In practice, this means that nodes representing game state are and should be
owned by the server.
## Limitations
At the time of writing, ownership is hard-coded in some cases. One such case is
*NetworkTime*, which is always owned by the host peer and always takes the host
peer's time as reference.
This means that peer-to-peer games are not officially supported by *netfox*,
but might be able to work with some workarounds. If feasible, you can build
self-hosted games by including *netfox.noray*.
In theory, multiple players can own different parts of the game state, but
*netfox* is not tested for such use cases.