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>
46 lines
1.4 KiB
GDScript
46 lines
1.4 KiB
GDScript
extends Object
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class_name NetworkMocks
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static var NOOP = func(): pass
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static func set_network_tick(p_tick: int) -> void:
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NetworkTime._tick = p_tick
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static func set_rollback_tick(p_tick: int) -> void:
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NetworkRollback._tick = p_tick
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static func set_tick(network_tick: int, rollback_tick: int) -> void:
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set_network_tick(network_tick)
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set_rollback_tick(rollback_tick)
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static func set_tickrate(tickrate: int) -> void:
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NetworkTime._tickrate = tickrate
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static func in_rollback(callback: Callable) -> void:
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NetworkRollback._is_rollback = true
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callback.call()
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NetworkRollback._is_rollback = false
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## Runs [param]callback[/param] in the network tick loop
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static func in_network_tick_loop(callback: Callable) -> void:
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NetworkTime.before_tick_loop.emit()
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callback.call()
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NetworkTime.after_tick_loop.emit()
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## Runs [param]callback[/param] as part of a network tick
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static func in_network_tick(callback: Callable) -> void:
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NetworkTime.before_tick.emit(NetworkTime.ticktime, NetworkTime.tick)
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NetworkTime.on_tick.emit(NetworkTime.ticktime, NetworkTime.tick)
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callback.call()
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NetworkTime.after_tick.emit(NetworkTime.ticktime, NetworkTime.tick)
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NetworkTime._tick += 1
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## Runs a single network tick
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static func run_network_tick() -> void:
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in_network_tick(NOOP)
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## Runs a single-tick network tick loop
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static func run_network_tick_loop() -> void:
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in_network_tick_loop(NOOP)
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