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>
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extends VestTest
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func get_suite_name() -> String:
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return "NetworkTickrateHandshake"
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func suite() -> void:
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var base_tickrate := 60
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var mismatching_tickrate := 48
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on_case_begin.connect(func(__):
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# Reset tickrate
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NetworkMocks.set_tickrate(base_tickrate)
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)
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test("client should disconnect on mismatch", func():
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# Difficult to pretend we're a client AND detect a disconnect
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todo()
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)
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test("client should adjust on mismatch", func():
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var handshake := await get_handshake(false)
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handshake.mismatch_action = NetworkTickrateHandshake.ADJUST
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handshake.submit_tickrate(mismatching_tickrate)
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expect_equal(NetworkTime.tickrate, mismatching_tickrate, "Tickrate was not adjusted!")
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)
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test("server should not adjust on mismatch", func():
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var handshake := await get_handshake(true)
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handshake.mismatch_action = NetworkTickrateHandshake.ADJUST
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handshake.submit_tickrate(mismatching_tickrate)
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expect_equal(NetworkTime.tickrate, base_tickrate, "Tickrate was adjusted!")
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)
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test("client should emit signal on mismatch", func():
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var handshake := await get_handshake(false)
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handshake.mismatch_action = NetworkTickrateHandshake.SIGNAL
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capture_signal(handshake.on_tickrate_mismatch, 2)
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handshake.submit_tickrate(mismatching_tickrate)
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expect_equal(
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get_signal_emissions(handshake.on_tickrate_mismatch),
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[[0, mismatching_tickrate]]
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)
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)
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func get_handshake(is_authority: bool) -> TestingTickrateHandshake:
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var handshake := TestingTickrateHandshake.new(is_authority)
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# Add to tree
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# TODO(vest): Use Vest.get_tree() after upgrade
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Vest._scene_tree.root.add_child.call_deferred(handshake)
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await handshake.ready
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return handshake
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class TestingTickrateHandshake extends NetworkTickrateHandshake:
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var _is_tickrate_auth: bool
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func _init(p_is_tickrate_auth: bool):
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_is_tickrate_auth = p_is_tickrate_auth
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func submit_tickrate(tickrate: int):
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_submit_tickrate(tickrate)
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func _is_authority() -> bool:
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return _is_tickrate_auth
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