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)
57 lines
1.2 KiB
GDScript
57 lines
1.2 KiB
GDScript
extends RefCounted
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class_name _BiMap
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# Maps one-to-one associations in a bidirectional way
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var _keys_to_values := {}
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var _values_to_keys := {}
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func put(key: Variant, value: Variant) -> void:
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var old_value = _keys_to_values.get(key)
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var old_key = _values_to_keys.get(value)
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if old_value != null: _values_to_keys.erase(old_value)
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if old_key != null: _keys_to_values.erase(old_key)
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_keys_to_values[key] = value
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_values_to_keys[value] = key
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func get_by_key(key: Variant) -> Variant:
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return _keys_to_values.get(key)
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func get_by_value(value: Variant) -> Variant:
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return _values_to_keys.get(value)
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func has_key(key: Variant) -> bool:
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return _keys_to_values.has(key)
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func has_value(value: Variant) -> bool:
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return _values_to_keys.has(value)
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func erase_key(key: Variant) -> bool:
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if not has_key(key):
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return false
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var value = get_by_key(key)
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_values_to_keys.erase(value)
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_keys_to_values.erase(key)
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return true
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func erase_value(value: Variant) -> bool:
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if not has_value(value):
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return false
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var key = get_by_value(value)
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_values_to_keys.erase(value)
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_keys_to_values.erase(key)
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return true
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func size() -> int:
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return _keys_to_values.size()
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func keys() -> Array:
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return _keys_to_values.keys()
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func values() -> Array:
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return _values_to_keys.keys()
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