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)
37 lines
1.1 KiB
GDScript
37 lines
1.1 KiB
GDScript
extends RefCounted
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class_name _PropertyConfig
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var _properties: Array[PropertyEntry] = []
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var _auth_properties: Dictionary = {} # Peer (int) to owned properties (Array[PropertyEntry])
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var local_peer_id: int
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func clear() -> void:
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_properties.clear()
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_auth_properties.clear()
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func set_properties(p_properties: Array[PropertyEntry]) -> void:
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clear()
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_properties.assign(p_properties)
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func set_properties_from_paths(property_paths: Array[String], property_cache: PropertyCache) -> void:
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clear()
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for path in property_paths:
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_properties.append(property_cache.get_entry(path))
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func get_properties() -> Array[PropertyEntry]:
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return _properties
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func get_owned_properties() -> Array[PropertyEntry]:
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return get_properties_owned_by(local_peer_id)
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func get_properties_owned_by(peer: int) -> Array[PropertyEntry]:
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if not _auth_properties.has(peer):
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var owned_properties: Array[PropertyEntry] = []
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for property_entry in _properties:
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if property_entry.node.get_multiplayer_authority() == peer:
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owned_properties.append(property_entry)
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_auth_properties[peer] = owned_properties
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return _auth_properties[peer]
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