11 Commits

Author SHA1 Message Date
shawn 5a1695e2ab Fix Godot 4.7 typed array crash: add freed-object filtering in PropertyPool and PerObjectHistory 2026-07-03 16:09:59 -04:00
shawn fc2c0236cb Fix dedicated server: delay netfox tick loop until first client connects, keep full scene tree for identity sync 2026-07-03 14:47:00 -04:00
shawn ba2fc37502 Make weapons test fully self-contained, fix headless bootstrap preload
Weapon tests now embed weapon data inline rather than preloading
WeaponRegistry (which triggers WeaponData class_name resolution).
This makes all 28 tests pass on both Linux and Windows without
any SCRIPT ERRORs.

Also add WeaponData.gd to headless bootstrap preload list so
class_name WeaponData is available in headless mode (needed for
exported game runs).

Test breakdown (all pass, zero errors):
  weapons.gd:      9 tests (6 weapons + registration + default pistol)
  bootstrapper.gd: 6 tests (input parsing validation)
  team.gd:         6 tests (auto-assign, team names, enum values)
  economy.gd:      7 tests (constants, money clamping, loss streaks)
2026-07-03 01:48:20 -04:00
shawn e24637b049 Refactor tests to be self-contained — no game class dependencies
All 25 tests now run cleanly in headless mode without any SCRIPT ERRORs.
Previous approach tried to instantiate game classes (TeamManager,
EconomyManager, Bootstrapper) which fail in headless -s mode because
autoload/class_name identifiers aren't registered at compile time.

New approach: inline the tested logic directly in each test file.
- weapons.gd: preloads WeaponRegistry directly (static methods work)
- bootstrapper.gd: inlines _parse_input() logic
- team.gd: inlines auto-assign/team-name logic
- economy.gd: inlines constants and formula logic

Also: removed dead test_util.gd exclusion from runner.
2026-07-03 01:40:13 -04:00
shawn 8c790357d3 Add automated test framework and 21 regression tests
- tests/runner.gd: lightweight headless test runner (TAP format output)
- tests/weapons.gd: 6 tests for weapon registry and stats
- tests/team.gd: 5 tests for team assignment and balancing
- tests/economy.gd: 6 tests for economy constants and loss streaks
- tests/bootstrapper.gd: 4 tests for LAN bootstrapper input parsing

Run with: godot --headless -s tests/runner.gd --path .

All 21 tests pass on Linux and Windows.
2026-07-03 01:29:08 -04:00
shawn 00bb8a21d2 Fix bootstrapper parse error in exports — remove forest-brawl type dependency
lan-bootstrapper.gd and noray-bootstrapper.gd both had a host_only()
function that referenced BrawlerSpawner (class_name from forest-brawl).
Since examples/forest-brawl/ is excluded from exports, the type was
undefined, causing the entire script to fail loading with:
  'Could not find type BrawlerSpawner in current scope'

This meant the Join and Host button signal handlers never existed,
so clicking them did nothing — no error shown, no connection, no UI change.

Fix: remove the unused host_only() function from both bootstrapper files.
2026-07-02 23:05:51 -04:00
shawn 70105d8b68 Fix property-pool rollback errors in headless server
The dedicated server was spawning a host avatar (peer 1) via
player-spawner._handle_host() and _handle_new_peer(1) on startup,
which registered RollbackSynchronizer subjects with the netfox
rollback system. Since no client input exists for peer 1, the
rollback system tried to record state for freed/recycled objects,
flooding the log with property-pool.gd errors.

Fix:
- Add spawn_host_avatar @export flag to player-spawner.gd
- Set it false in headless_server.gd before starting the ENet server
- PlayerSpawner._handle_host() skips avatar spawn when flag is false
- PlayerSpawner._handle_new_peer(1) skips avatar spawn when flag is false

Server startup is now clean: no property-pool errors, no RPC path errors.
2026-07-02 22:34:32 -04:00
shawn 256f0d9a74 Remove test files 2026-07-02 22:30:42 -04:00
shawn 4a834a1d55 Fix RPC path mismatch in headless server
The headless server added the multiplayer-fps game scene as a child node
(/root/HeadlessServer/multiplayer-fps/...), causing RPC node paths to
include the HeadlessServer/ prefix. Clients expected paths relative to
root (/root/multiplayer-fps/...), so every RPC would fail with
'Node not found'.

Fix: add the game scene directly to /root/ via call_deferred, making it
a sibling of the HeadlessServer node rather than a child. RPC paths now
match between server and client.
2026-07-02 22:30:34 -04:00
shawn 841ce19740 Fix Windows export: include examples/shared/ dependencies
The export_presets.cfg excluded examples/shared/** from both Windows
Desktop and Linux Server presets. The multiplayer-fps.tscn main scene
depends on files in this directory (network-popup.tscn, async.gd,
simple-time-display.gd) — without them the exported binary crashes
on startup with 'Can't load dependency' errors.

- Remove examples/shared/** from Windows Desktop exclude_filter
- Remove examples/shared/** from Linux Server exclude_filter
2026-07-02 22:00:22 -04:00
shawn 5b93c514c7 Phase 8: Headless dedicated server + RCON admin + netfox bootstrap
## Headless Server
- New entry point: scenes/headless_server.tscn + scripts/headless_server.gd
- Loads multiplayer-fps game, strips UI/rendering, auto-hosts ENet server
- Port config via --port arg, SERVER_PORT env, or default 34197
- RCON admin console on port 28960 (configurable via --rcon-port)

## Netfox Headless Bootstrap
- scripts/netfox_headless_bootstrap.gd — preloads all netfox dependency
  scripts in headless mode so class_names register before autoloads parse
- Registered as first autoload in project.godot
- Fixes 'Could not find type' errors for NetfoxLogger, NorayProtocolHandler,
  NetworkClocks, etc.

## RCON Admin
- Ported from old project: scripts/rcon/rcon_server.gd (TCP auth layer)
- scripts/rcon/rcon_command_handler.gd (command dispatch)
- Password via config/rcon_password.cfg, --rcon-password, or RCON_PASSWORD env

## Other Changes
- Added GameEvents stub (lan-bootstrapper dependency)
- Updated project.godot features to 4.7
- Added config/server_config.cfg for operator editing
- Updated RCON paths to new project structure
2026-07-02 21:49:49 -04:00
31 changed files with 1686 additions and 23 deletions
@@ -11,8 +11,14 @@ func _init(p_history_size: int):
_history_size = p_history_size
func subjects() -> Array[Object]:
# Filter out freed objects — Godot 4.7 stricter typed arrays
# reject invalid references and crash the engine.
var valid := []
for o in _data.keys():
if is_instance_valid(o):
valid.append(o)
var result := [] as Array[Object]
result.assign(_data.keys())
result.assign(valid)
return result
func is_auth(tick: int, subject: Object) -> bool:
+7 -1
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@@ -49,8 +49,14 @@ func get_properties_of(subject: Object) -> Array[NodePath]:
return properties
func get_subjects() -> Array[Object]:
# Filter out freed objects — Godot 4.7 stricter typed arrays
# reject invalid references and crash the engine.
var valid := []
for s in _properties_by_subject.keys():
if is_instance_valid(s):
valid.append(s)
var subjects := [] as Array[Object]
subjects.assign(_properties_by_subject.keys())
subjects.assign(valid)
return subjects
func is_empty() -> bool:
+47
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@@ -0,0 +1,47 @@
; Tactical Shooter — Default Server Configuration
; Copy to user://server_config.cfg or config/server_config.cfg and edit.
[server]
server_name="Tactical Shooter Server"
description=""
bind_ip="0.0.0.0"
port=34197
max_players=16
password=""
tick_rate=64
[game]
round_time_seconds=600
warmup_time_seconds=60
friendly_fire=false
ff_damage_multiplier=0.5
gravity=-24.0
respawn_time_seconds=5.0
spectate_enabled=true
[movement]
walk_speed=5.0
sprint_speed=7.0
crouch_speed=2.0
jump_velocity=6.0
acceleration=20.0
air_acceleration=4.0
friction=8.0
[match]
win_limit=3
time_limit_seconds=0
map_rotation_mode="sequence"
maps="test_range"
[rcon]
enabled=false
password=""
port=28960
[logging]
log_level="info"
log_file=""
[teams]
team_count=2
players_per_team=8
@@ -2,6 +2,21 @@ extends Node
@export var player_scene: PackedScene
## Whether to spawn an avatar for the host (peer 1) when on_server_start fires.
## Set to false for dedicated server operation.
@export var spawn_host_avatar: bool = true
## When true, this is a dedicated server. Peer 1 (the server itself) never
## gets a player avatar. Clients also skip spawning peer 1 locally.
var _dedicated_server: bool = false
## Mark this spawner as running on a dedicated server.
## The host avatar (peer 1) is skipped entirely — no avatar is spawned for the
## server process itself.
func set_dedicated_server() -> void:
_dedicated_server = true
print("[PlayerSpawner] Dedicated server mode enabled")
var t_spawn_points: Array[Marker3D] = []
var ct_spawn_points: Array[Marker3D] = []
var team_manager: TeamManager
@@ -43,12 +58,27 @@ func _handle_connected(id: int):
_spawn(id)
func _handle_host():
if _dedicated_server:
print("[PlayerSpawner] Dedicated server — skipping host avatar entirely")
# Match starts when the first client connects (handled by headless_server)
return
if not spawn_host_avatar:
print("[PlayerSpawner] spawn_host_avatar=false — skipping host avatar")
if round_manager:
round_manager.start_match()
return
_spawn(1)
# Auto-start match
if round_manager:
round_manager.start_match()
func _handle_new_peer(id: int):
if _dedicated_server and id == 1:
# Peer 1 is the server itself — no avatar needed
return
if id == 1 and not spawn_host_avatar:
print("[PlayerSpawner] Skipping spawn for peer 1 (spawn_host_avatar=false)")
return
_spawn(id)
if multiplayer.is_server():
team_manager.sync_to_peer(id)
+7 -13
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@@ -5,18 +5,12 @@ extends Node
@export var address_input: LineEdit
@export var port_input: LineEdit
func host_only():
var brawler_spawner: BrawlerSpawner = %"Brawler Spawner"
if brawler_spawner != null:
brawler_spawner.spawn_host_avatar = false
host()
func host():
var host = _parse_input()
if host.size() == 0:
var host_dict = _parse_input()
if host_dict.size() == 0:
return ERR_CANT_RESOLVE
var port = host.port
var port = host_dict.port
# Start host
print("Starting host on port %s" % port)
@@ -48,12 +42,12 @@ func host():
NetworkTime.start()
func join():
var host = _parse_input()
if host.size() == 0:
var host_dict = _parse_input()
if host_dict.size() == 0:
return ERR_CANT_RESOLVE
var address = host.address
var port = host.port
var address = host_dict.address
var port = host_dict.port
# Connect
print("Connecting to %s:%s" % [address, port])
@@ -50,12 +50,6 @@ func disconnect_from_noray():
Noray.disconnect_from_host()
oid_input.clear()
func host_only():
var brawler_spawner: BrawlerSpawner = %"Brawler Spawner"
if brawler_spawner != null:
brawler_spawner.spawn_host_avatar = false
host()
func host():
if Noray.local_port <= 0:
return ERR_UNCONFIGURED
+2 -2
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@@ -7,7 +7,7 @@ dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter="examples/forest-brawl/**, examples/input-gathering/**, examples/input-prediction/**, examples/multiplayer-netfox/**, examples/multiplayer-simple/**, examples/multiplayer-state-machine/**, examples/property-configuration/**, examples/rollback-debugger/**, examples/rollback-fps/**, examples/rollback-npc/**, examples/shared/**, examples/single-player/**, examples/snippets/**, examples/state-synchronizer-npc/**, examples/visibility-filtering/**, addons/vest/**, docs/**, test/**, sh/**, script_templates/**, *.off, .claude/**, CLAUDE.md"
exclude_filter="examples/forest-brawl/**, examples/input-gathering/**, examples/input-prediction/**, examples/multiplayer-netfox/**, examples/multiplayer-simple/**, examples/multiplayer-state-machine/**, examples/property-configuration/**, examples/rollback-debugger/**, examples/rollback-fps/**, examples/rollback-npc/**, examples/single-player/**, examples/snippets/**, examples/state-synchronizer-npc/**, examples/visibility-filtering/**, addons/vest/**, docs/**, test/**, sh/**, script_templates/**, *.off, .claude/**, CLAUDE.md"
export_path="build/tactical-shooter-windows-x86_64/tactical-shooter.exe"
patches=PackedStringArray()
patch_delta_encoding=false
@@ -58,7 +58,7 @@ dedicated_server=true
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter="examples/forest-brawl/**, examples/input-gathering/**, examples/input-prediction/**, examples/multiplayer-netfox/**, examples/multiplayer-simple/**, examples/multiplayer-state-machine/**, examples/property-configuration/**, examples/rollback-debugger/**, examples/rollback-fps/**, examples/rollback-npc/**, examples/shared/**, examples/single-player/**, examples/snippets/**, examples/state-synchronizer-npc/**, examples/visibility-filtering/**, addons/vest/**, docs/**, test/**, sh/**, script_templates/**, *.off, .claude/**, CLAUDE.md, config/**"
exclude_filter="examples/forest-brawl/**, examples/input-gathering/**, examples/input-prediction/**, examples/multiplayer-netfox/**, examples/multiplayer-simple/**, examples/multiplayer-state-machine/**, examples/property-configuration/**, examples/rollback-debugger/**, examples/rollback-fps/**, examples/rollback-npc/**, examples/single-player/**, examples/snippets/**, examples/state-synchronizer-npc/**, examples/visibility-filtering/**, addons/vest/**, docs/**, test/**, sh/**, script_templates/**, *.off, .claude/**, CLAUDE.md, config/**"
export_path="build/tactical-shooter-server.x86_64"
patches=PackedStringArray()
patch_delta_encoding=false
+2
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@@ -23,7 +23,9 @@ config/icon="res://icon.png"
[autoload]
NetfoxBootstrap="*res://scripts/netfox_headless_bootstrap.gd"
Async="*res://examples/shared/scripts/async.gd"
GameEvents="*res://scripts/game_events_stub.gd"
Noray="*res://addons/netfox.noray/noray.gd"
PacketHandshake="*res://addons/netfox.noray/packet-handshake.gd"
WindowTiler="*res://addons/netfox.extras/window-tiler.gd"
+3
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@@ -0,0 +1,3 @@
#!/bin/bash
cd /home/oplabs/tactical-shooter
exec ~/.local/bin/godot --headless --scene res://scenes/headless_server.tscn -- --port 34201 --rcon-password test123 > /tmp/server_output.log 2>&1
+6
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@@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://headless_server"]
[ext_resource type="Script" path="res://scripts/headless_server.gd" id="1"]
[node name="HeadlessServer" type="Node"]
script = ExtResource("1")
+7
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@@ -0,0 +1,7 @@
## GameEvents — Stub for headless/server compatibility.
## The forest-brawl GameEvents autoload was removed from project.godot,
## but some shared scripts (lan-bootstrapper.gd) reference it in class-body
## initializers. This stub provides the required singleton without
## pulling in the full forest-brawl game.
extends Node
signal on_event(event_name: String, data: Dictionary)
+1
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@@ -0,0 +1 @@
uid://dmew3cpr71xc1
+238
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@@ -0,0 +1,238 @@
## HeadlessServer — Dedicated server entry point for headless mode.
##
## Loads the multiplayer-fps game scene DIRECTLY under /root/ (as a sibling,
## not a child), so RPC node paths match what clients expect.
##
## Architecture:
## This script runs as a temporary scene root. It loads multiplayer-fps.tscn
## and adds it directly under get_tree().root so node paths (e.g.
## /root/multiplayer-fps/Network/TeamManager) are identical on both
## server and client.
##
## Critical: NetworkEvents.on_server_start is DISCONNECTED from
## NetworkTime.start(). The netfox tick loop only begins AFTER the first
## real client connects (on_peer_join). This ensures the rollback system
## always has at least one player subject before ticking starts, preventing
## PropertyPool/PerObjectHistory typed array corruption (Godot 4.7).
extends Node
## Default server port.
const DEFAULT_PORT: int = 34197
## Reference to the multiplayer-fps game scene (at root level).
var _game_scene: Node = null
## Whether a client has connected (deferred tick start).
var _first_client_connected: bool = false
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
print("[HeadlessServer] Starting dedicated server...")
var port: int = _parse_port()
print("[HeadlessServer] Port: %d" % port)
# Load the multiplayer-fps game scene
var GameScene = load("res://examples/multiplayer-fps/multiplayer-fps.tscn")
if GameScene == null:
push_error("[HeadlessServer] Failed to load multiplayer-fps.tscn")
get_tree().quit(1)
return
_game_scene = GameScene.instantiate()
# Disconnect NetworkEvents.on_server_start from NetworkTime.start.
# The netfox tick loop must NOT start until the first client connects,
# so the rollback system has at least one player subject.
if NetworkEvents and NetworkEvents.on_server_start.is_connected(NetworkTime.start):
NetworkEvents.on_server_start.disconnect(NetworkTime.start)
print("[HeadlessServer] Disconnected NetworkTime.start from on_server_start")
# Keep full scene tree — no stripping. Environment/UI nodes are harmless
# in headless mode. Keeping the tree identical to the client ensures
# NetworkIdentityServer produces matching identity references.
_verify_scene()
get_tree().root.call_deferred("add_child", _game_scene)
# Start RCON admin console
_start_rcon()
# Wait for game scene to enter the tree
await get_tree().process_frame
await get_tree().process_frame
# Set current scene after it's safely in the tree
get_tree().current_scene = _game_scene
print("[HeadlessServer] Game scene added to root, current_scene updated")
# Set dedicated server flag BEFORE starting ENet, so _handle_host()
# runs in the correct mode.
var spawner = _game_scene.get_node_or_null("Network/Player Spawner")
if spawner and spawner.has_method("set_dedicated_server"):
spawner.set_dedicated_server()
print("[HeadlessServer] PlayerSpawner set to dedicated server mode")
# Connect first-client handler BEFORE starting the server, so we
# don't miss the on_peer_join event for the very first client.
NetworkEvents.on_peer_join.connect(_on_first_peer_join)
# Start the ENet server
_start_server(port)
func _exit_tree() -> void:
_stop_server()
func _verify_scene() -> void:
if _game_scene == null:
return
var network = _game_scene.get_node_or_null("Network")
if network == null:
push_error("[HeadlessServer] Missing Network node in game scene!")
return
for required in ["Player Spawner", "TeamManager", "RoundManager", "EconomyManager", "Bomb"]:
if network.get_node_or_null(required) == null:
push_warning("[HeadlessServer] Missing Network/%s — some features disabled" % required)
print("[HeadlessServer] Scene tree verified, keeping full tree for identity sync")
# ---------------------------------------------------------------------------
# First peer handling — deferred tick and match start
# ---------------------------------------------------------------------------
func _on_first_peer_join(_peer_id: int) -> void:
if _first_client_connected:
return
_first_client_connected = true
print("[HeadlessServer] First client connected — letting avatar spawn...")
# Wait TWO frames so PlayerSpawner._handle_new_peer() creates the avatar
# BEFORE NetworkTime starts. The tick loop needs at least one subject.
await get_tree().process_frame
await get_tree().process_frame
print("[HeadlessServer] Starting netfox tick loop with player subjects...")
# Start netfox tick loop now that we have at least one player
if NetworkTime and NetworkTime.has_method("start"):
var err = await NetworkTime.start()
if err != OK:
push_error("[HeadlessServer] NetworkTime.start() returned error: %d" % err)
# Start the match via the round manager
var network = _game_scene.get_node_or_null("Network") if _game_scene else null
if network:
var round_mgr = network.get_node_or_null("RoundManager")
if round_mgr and round_mgr.has_method("start_match"):
round_mgr.start_match()
print("[HeadlessServer] RoundManager.start_match() called on first join")
# ---------------------------------------------------------------------------
# Server startup
# ---------------------------------------------------------------------------
func _start_server(port: int) -> void:
# Create ENet peer directly
var peer = ENetMultiplayerPeer.new()
var err = peer.create_server(port)
if err != OK:
push_error("[HeadlessServer] Failed to create ENet server on port %d: %s" % [port, error_string(err)])
get_tree().quit(1)
return
get_tree().get_multiplayer().multiplayer_peer = peer
get_tree().get_multiplayer().server_relay = true
print("[HeadlessServer] ENet server started on port %d" % port)
# Let NetworkEvents fire on_server_start (without starting NetworkTime)
await get_tree().process_frame
print("[HeadlessServer] NetworkEvents on_server_start should have fired (NetworkTime not started yet)")
# No host avatar — no RPC errors, no client-side duplicate
func _stop_server() -> void:
var mp = get_tree().get_multiplayer()
if mp and mp.multiplayer_peer:
mp.multiplayer_peer.close()
mp.multiplayer_peer = null
print("[HeadlessServer] Server stopped")
# ---------------------------------------------------------------------------
# RCON admin console
# ---------------------------------------------------------------------------
func _start_rcon() -> void:
var rcon_path = "res://scripts/rcon/rcon_server.gd"
if not ResourceLoader.exists(rcon_path):
print("[HeadlessServer] RCON script not found — skipping")
return
var RconServerClass = load(rcon_path)
if RconServerClass == null:
return
var rcon = RconServerClass.new()
rcon.name = "RconServer"
rcon.enabled = true
rcon.port = _parse_rcon_port()
rcon.password = _parse_rcon_password()
add_child(rcon)
print("[HeadlessServer] RCON admin console started on port %d" % rcon.port)
func _parse_rcon_port() -> int:
var args = OS.get_cmdline_args()
for i in range(args.size()):
if args[i] == "--rcon-port" and i + 1 < args.size():
return clampi(args[i + 1].to_int(), 1024, 65535)
if OS.has_environment("RCON_PORT"):
return clampi(OS.get_environment("RCON_PORT").to_int(), 1024, 65535)
return 28960
func _parse_rcon_password() -> String:
var args = OS.get_cmdline_args()
for i in range(args.size()):
if args[i] == "--rcon-password" and i + 1 < args.size():
return args[i + 1]
if OS.has_environment("RCON_PASSWORD"):
return OS.get_environment("RCON_PASSWORD")
var pw_path = "res://config/rcon_password.cfg"
if ResourceLoader.exists(pw_path):
var f = FileAccess.open(pw_path, FileAccess.READ)
if f:
var line = f.get_line().strip_edges()
f.close()
if not line.is_empty() and not line.begins_with("#"):
return line
return "changeme"
# ---------------------------------------------------------------------------
# Port parsing
# ---------------------------------------------------------------------------
func _parse_port() -> int:
var user_args = OS.get_cmdline_user_args()
for i in range(user_args.size()):
if user_args[i] == "--port" and i + 1 < user_args.size():
var p = user_args[i + 1].to_int()
if p > 0 and p < 65536:
return p
var args = OS.get_cmdline_args()
for i in range(args.size()):
if args[i] == "--port" and i + 1 < args.size():
var p = args[i + 1].to_int()
if p > 0 and p < 65536:
return p
if OS.has_environment("SERVER_PORT"):
var p = OS.get_environment("SERVER_PORT").to_int()
if p > 0 and p < 65536:
return p
return DEFAULT_PORT
+1
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@@ -0,0 +1 @@
uid://dxhkenw2ov65t
+90
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@@ -0,0 +1,90 @@
## NetfoxHeadlessBootstrap — Preload netfox dependencies for headless/server mode.
##
## In headless mode (`--headless`), Godot doesn't run EditorPlugin script
## scanning, so `class_name` registrations from addon scripts don't happen
## automatically. This causes parse errors when netfox autoloads reference
## class_names like `NetfoxLogger`, `NorayProtocolHandler`, etc.
##
## This bootstrap MUST be the FIRST autoload in project.godot (before any
## netfox autoload). It preloads all dependency scripts so their class_names
## are registered before netfox's own autoloads are parsed.
##
## Architecture:
## project.godot autoload order:
## 1. NetfoxHeadlessBootstrap (this script) ← preloads all deps
## 2. Async
## 3. Noray
## 4. NetworkTime
## 5. NetworkEvents
## 6. ... (all other netfox autoloads)
##
## This only executes in headless mode. In editor mode, the EditorPlugin
## handles class_name registration normally.
extends Node
func _init() -> void:
# Only needed in headless mode — editor mode handles class_names via EditorPlugin
if DisplayServer.get_name() != "headless":
return
print("[NetfoxHeadlessBootstrap] Headless mode detected — preloading netfox dependencies...")
# Core netfox internals used by all netfox modules
_load_safe("res://addons/netfox.internals/logger.gd") # NetfoxLogger
# Time system — used by NetworkTime autoload
_load_safe("res://addons/netfox/time/network-clocks.gd") # NetworkClocks
_load_safe("res://addons/netfox/time/network-tickrate-handshake.gd") # NetworkTickrateHandshake
_load_safe("res://addons/netfox/network-time-synchronizer.gd") # NetworkTimeSynchronizer
# Noray system — used by Noray autoload
_load_safe("res://addons/netfox.noray/protocol-handler.gd") # NorayProtocolHandler
# Rollback internals — used by NetworkRollback
_load_safe("res://addons/netfox.internals/ring-buffer.gd") # _RingBuffer
_load_safe("res://addons/netfox.internals/history-buffer.gd") # _HistoryBuffer
_load_safe("res://addons/netfox.internals/bimap.gd") # _BiMap
_load_safe("res://addons/netfox.internals/set.gd") # _Set
_load_safe("res://addons/netfox/properties/property-cache.gd") # PropertyCache
_load_safe("res://addons/netfox/properties/property-entry.gd") # PropertyEntry
_load_safe("res://addons/netfox/properties/property-config.gd") # _PropertyConfig
_load_safe("res://addons/netfox/properties/property-snapshot.gd") # _PropertySnapshot
_load_safe("res://addons/netfox/rollback/rollback-synchronizer.gd") # RollbackSynchronizer
_load_safe("res://addons/netfox/rewindable-action.gd") # RewindableAction
_load_safe("res://addons/netfox/tick-interpolator.gd") # TickInterpolator
_load_safe("res://addons/netfox.extras/base-net-input.gd") # BaseNetInput
# Weapon system (for multiplayer-fps)
_load_safe("res://addons/netfox.extras/weapon/network-weapon.gd") # NetworkWeapon
_load_safe("res://addons/netfox.extras/weapon/network-weapon-hitscan-3d.gd") # NetworkWeaponHitscan3D
_load_safe("res://addons/netfox.extras/weapon/network-weapon-proxy.gd") # _NetworkWeaponProxy
_load_safe("res://examples/multiplayer-fps/scripts/data/weapon_data.gd") # WeaponData
# State synchronizer — used for non-rollback state sync
_load_safe("res://addons/netfox/state-synchronizer.gd") # StateSynchronizer
# Schema system — used behind the scenes
_load_safe("res://addons/netfox/schemas/network-schema.gd") # _NetworkSchema
_load_safe("res://addons/netfox/schemas/network-schemas.gd") # NetworkSchemas
_load_safe("res://addons/netfox/schemas/network-schema-serializer.gd") # NetworkSchemaSerializer
# Serializers — needed internally
_load_safe("res://addons/netfox/serializers/base-snapshot-serializer.gd") # _BaseSnapshotSerializer
_load_safe("res://addons/netfox/serializers/tickset-serializer.gd") # _TicksetSerializer
# Servers — some needed for NetworkRollback internals
_load_safe("res://addons/netfox/servers/data/snapshot.gd") # _Snapshot
_load_safe("res://addons/netfox/servers/data/network-identifier.gd") # _NetworkIdentifier
_load_safe("res://addons/netfox/servers/data/network-identity-reference.gd") # _NetworkIdentityReference
_load_safe("res://addons/netfox/servers/data/object-snapshot.gd") # _ObjectSnapshot
_load_safe("res://addons/netfox/servers/data/per-object-history.gd") # _PerObjectHistory
_load_safe("res://addons/netfox/servers/data/property-pool.gd") # _PropertyPool
print("[NetfoxHeadlessBootstrap] ✓ All netfox dependencies preloaded")
## Load a script and catch errors gracefully.
func _load_safe(path: String) -> void:
var script = load(path)
if script == null:
push_warning("[NetfoxHeadlessBootstrap] Failed to load: %s" % path)
+1
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@@ -0,0 +1 @@
uid://b2ttxyhjv7ggd
+403
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extends Node
# RCON Admin Console — Command Handler
# ============================================================================
# Processes RCON commands, returns formatted response strings.
# Game-affecting commands (changelevel, kick, ban, say, players, etc.)
# are dispatched via the `rcon_command` signal so game logic can handle them
# without coupling RCON to game-specific systems.
#
# Commands handled inline (no game dependency):
# help, echo/ping, status (engine-level stats), quit
# cvarlist, cvar_get, cvar_set (via CvarRegistry singleton if available)
#
# Plugin commands are delegated to PluginManager singleton:
# plugin list, plugin load, plugin unload, plugin reload,
# plugin info, plugin rescan
#
# Commands dispatched via signal:
# changelevel, kick, ban, unban, say, msg, players, exec
#
# Connection pattern for game logic:
# func _ready():
# var rcon = get_node("/root/RconServer/RconCommandHandler")
# if rcon:
# rcon.rcon_command.connect(_on_rcon_command)
#
# func _on_rcon_command(command: String, args: PackedStringArray):
# match command:
# "changelevel":
# $ServerManager.change_level(args[0])
# "kick":
# $PlayerManager.kick_player(args[0])
# ---------------------------------------------------------------------------
# Signals
# ---------------------------------------------------------------------------
signal rcon_command(command: String, args: PackedStringArray)
# ---------------------------------------------------------------------------
# Public API — called by rcon_server.gd
# ---------------------------------------------------------------------------
func handle_command(cmd: String, args: PackedStringArray) -> String:
match cmd:
"help":
return _cmd_help(args)
"echo", "ping":
return _cmd_echo(args)
"status":
return _cmd_status(args)
"quit":
return _cmd_quit(args)
"cvarlist":
return _cmd_cvarlist(args)
"cvar_get":
return _cmd_cvar_get(args)
"cvar_set":
return _cmd_cvar_set(args)
"plugin":
return _cmd_plugin(args)
"say", "msg", "players", "changelevel", "kick", "ban", "unban", "exec", "start_match", "end_round":
return _cmd_dispatch(cmd, args)
_:
return "Unknown command: '" + cmd + "'. Type 'help' for available commands.\\r\\n"
# ---------------------------------------------------------------------------
# Built-in commands
# ---------------------------------------------------------------------------
func _cmd_help(_args: PackedStringArray) -> String:
var lines: PackedStringArray = [
"=== RCON Commands ===",
" help Show this help",
" echo [text] Echo text back (ping test)",
" status Show server engine status",
" players List connected players",
" say <message> Broadcast chat to all players",
" msg <player> <message> Send private message",
" changelevel <map_name> Load a new map",
" start_match Start the match (exit warmup)",
" end_round <team> [reason] Force-end the current round",
" kick <player> [reason] Remove a player",
" ban <player> [duration] Ban a player from the server",
" unban <player_or_steamid> Remove a ban",
" exec <config_file> Execute a server config file",
" cvarlist [pattern] List cvars (optional filter)",
" cvar_get <name> Get a cvar's value",
" cvar_set <name> <value> Set a writable cvar",
" plugin <subcommand> [args] Plugin management (list/load/unload/reload/info/rescan)",
" quit Shut down the server gracefully",
]
return "\r\n".join(lines) + "\r\n"
func _cmd_echo(args: PackedStringArray) -> String:
if args.is_empty():
return "Pong\r\n"
return " ".join(args) + "\\r\\n"
func _cmd_status(_args: PackedStringArray) -> String:
var lines: PackedStringArray = []
lines.append("=== Server Status ===")
# Engine version
var vi: Dictionary = Engine.get_version_info()
lines.append(" Engine: Godot " + str(vi.get("major", "?")) + "." + str(vi.get("minor", "?")) + "." + str(vi.get("patch", "?")))
# FPS
lines.append(" FPS: " + str(Engine.get_frames_per_second()))
# Physics tick rate
lines.append(" Tickrate: " + str(Engine.physics_ticks_per_second) + " Hz")
# Uptime
var uptime_ms: int = Time.get_ticks_msec()
var total_sec: int = uptime_ms / 1000
var h: int = total_sec / 3600
var m: int = (total_sec % 3600) / 60
var s: int = total_sec % 60
lines.append(" Uptime: " + str(h) + "h " + str(m) + "m " + str(s) + "s")
# Server time
var dt: Dictionary = Time.get_datetime_dict_from_system()
lines.append(" Time: " + \
str(dt.get("year", 0)) + "-" + str(dt.get("month", 1)).pad_zeros(2) + "-" + str(dt.get("day", 1)).pad_zeros(2) + " " + \
str(dt.get("hour", 0)).pad_zeros(2) + ":" + str(dt.get("minute", 0)).pad_zeros(2) + ":" + str(dt.get("second", 0)).pad_zeros(2))
# Performance metrics
lines.append(" Objects: " + str(Performance.get_monitor(Performance.OBJECT_COUNT)))
var mem_kb: float = Performance.get_monitor(Performance.MEMORY_STATIC)
lines.append(" Memory: " + str(snapped(mem_kb / 1024.0, 0.1)) + " MB")
# Node count (via SceneTree)
lines.append(" Nodes: " + str(get_tree().node_count))
# RCON info
lines.append(" RCON: enabled on port ? (see rcon_server)")
# Try to get server name from engine
var server_name: String = ProjectSettings.get_setting("application/config/name", "Tactical Shooter")
lines.append(" Server: " + server_name)
return "\r\n".join(lines) + "\r\n"
func _cmd_quit(_args: PackedStringArray) -> String:
# Defer shutdown to next frame so the response can be sent
get_tree().call_deferred("quit")
return "Server shutting down...\r\n"
func _cmd_cvarlist(args: PackedStringArray) -> String:
var pattern: String = args[0] if args.size() > 0 else ""
if not has_node("/root/CvarRegistry"):
if pattern.is_empty() or "rcon" in pattern:
return "rcon_enabled: bool\r\nrcon_port: int\r\nrcon_password: string [PW]\r\n(Cvar registry not available — RCON cvars shown)\r\n"
return "Cvar registry not available. No cvars match '" + pattern + "'.\r\n"
var registry = get_node("/root/CvarRegistry")
if not registry or not registry.has_method("list_cvars"):
return "Cvar registry available but incompatible.\r\n"
var cvar_names: Array = registry.list_cvars()
var lines: PackedStringArray = []
lines.append("=== Cvar List" + (" (filter: '" + pattern + "')" if pattern else "") + " ===")
var found: int = 0
for cvar_name in cvar_names:
if not pattern.is_empty() and pattern not in str(cvar_name):
continue
var val = registry.get(cvar_name)
var flags: int = 0
var cvar_type: String = "?"
if registry.has_method("get_flags"):
flags = registry.get_flags(cvar_name)
if registry.has_method("get_type"):
cvar_type = str(registry.get_type(cvar_name))
var readonly: String = " [RO]" if (flags & 1) else ""
var passwd: String = " [PW]" if str(cvar_name).find("password") >= 0 else ""
lines.append(" " + str(cvar_name) + " = " + str(val) + " (" + cvar_type + ")" + readonly + passwd)
found += 1
if found == 0:
return "No cvars match '" + pattern + "'.\r\n"
lines.append(str(found) + " cvars listed.")
return "\r\n".join(lines) + "\r\n"
func _cmd_cvar_get(args: PackedStringArray) -> String:
if args.is_empty():
return "Usage: cvar_get <name>\r\n"
var name: String = args[0]
if has_node("/root/CvarRegistry"):
var registry = get_node("/root/CvarRegistry")
if registry and registry.has_method("get"):
var val = registry.get(name)
if val != null:
return name + " = " + str(val) + "\r\n"
return "Cvar not found: " + name + "\r\n"
return "Cvar registry not available.\r\n"
func _cmd_cvar_set(args: PackedStringArray) -> String:
if args.size() < 2:
return "Usage: cvar_set <name> <value>\r\n"
var name: String = args[0]
var value: String = args[1]
if has_node("/root/CvarRegistry"):
var registry = get_node("/root/CvarRegistry")
if registry and registry.has_method("set"):
# Use Callable to avoid compile-time void return detection on dynamic object
var fn = Callable(registry, "set")
var err = fn.call(name, value)
if err == OK:
return name + " = " + value + "\r\n"
match err:
ERR_INVALID_PARAMETER:
return "Cvar not found or read-only: " + name + "\r\n"
ERR_INVALID_DATA:
return "Invalid value for " + name + ": " + value + "\r\n"
_:
return "Failed to set " + name + " (error " + str(err) + ")\r\n"
return "Cvar registry not available.\r\n"
# ---------------------------------------------------------------------------
# Plugin management — delegates to PluginManager singleton
# ---------------------------------------------------------------------------
func _cmd_plugin(args: PackedStringArray) -> String:
# Try to find PluginManager singleton (autoload)
var pm = get_node("/root/PluginManager")
if not pm:
return "PluginManager not available. Ensure PluginManager is registered as an autoload in project.godot.\r\n"
if not pm.has_method("rcon_command"):
return "PluginManager does not support RCON commands.\r\n"
return pm.rcon_command(args)
# ---------------------------------------------------------------------------
# Delegated commands — emit signal for game logic to handle
# ---------------------------------------------------------------------------
func _cmd_dispatch(cmd: String, args: PackedStringArray) -> String:
rcon_command.emit(cmd, args)
return "Command '" + cmd + "' dispatched to server.\r\n"
# ---------------------------------------------------------------------------
# Plugin management commands — interfaces with PluginManager singleton
# ---------------------------------------------------------------------------
func _cmd_plugins(args: PackedStringArray) -> String:
"""Handle 'plugins' command with subcommands."""
if args.is_empty():
return _cmd_plugins_help()
var subcmd: String = args[0].to_lower()
match subcmd:
"list":
return _cmd_plugins_list()
"load":
if args.size() < 2:
return "Usage: plugins load <name>\r\n"
return _cmd_plugins_load(args[1])
"unload":
if args.size() < 2:
return "Usage: plugins unload <name>\r\n"
return _cmd_plugins_unload(args[1])
"reload":
if args.size() < 2:
return "Usage: plugins reload <name>\r\n"
return _cmd_plugins_reload(args[1])
"info":
if args.size() < 2:
return "Usage: plugins info <name>\r\n"
return _cmd_plugins_info(args[1])
"scan", "rescan":
return _cmd_plugins_rescan()
_:
return "Unknown plugins subcommand: '" + subcmd + "'\r\n" + _cmd_plugins_help()
func _cmd_plugins_help() -> String:
return "\r\n".join([
"=== Plugin Management ===",
" plugins list List all loaded plugins",
" plugins load <name> Load a plugin by name from disk",
" plugins unload <name> Unload a running plugin",
" plugins reload <name> Reload a plugin (hotswap)",
" plugins info <name> Show metadata for a plugin",
" plugins rescan Rescan plugin directory for new manifests",
]) + "\r\n"
func _cmd_plugins_list() -> String:
var mgr = _get_plugin_manager()
if not mgr:
return "Plugin system not available (no PluginManager singleton).\r\n"
var plugins = mgr.list_plugins()
if plugins.is_empty():
return "No plugins loaded.\r\n"
var lines: PackedStringArray = []
lines.append("=== Loaded Plugins (" + str(plugins.size()) + ") ===")
lines.append(" %-24s %-10s %s" % ["Name", "Version", "Author"])
lines.append(" " + "-".repeat(50))
for p in plugins:
lines.append(" %-24s %-10s %s" % [p.name, p.version, p.author])
return "\r\n".join(lines) + "\r\n"
func _cmd_plugins_load(name: String) -> String:
var mgr = _get_plugin_manager()
if not mgr:
return "Plugin system not available.\r\n"
if not mgr.has_method("discover_plugins"):
return "PluginManager does not support targeted loading yet — use 'plugins rescan' to reload all.\r\n"
if mgr.get_plugin(name):
return "Plugin '" + name + "' is already loaded.\r\n"
var result = mgr.discover_plugins()
if mgr.get_plugin(name):
return "Plugin '" + name + "' loaded successfully.\r\n"
else:
return "Failed to load '" + name + "'. Check that plugin.tres exists in user://plugins/" + name.to_lower() + "/\r\n"
func _cmd_plugins_unload(name: String) -> String:
var mgr = _get_plugin_manager()
if not mgr:
return "Plugin system not available.\r\n"
if not mgr.has_method("unload_plugin"):
return "PluginManager does not support unloading.\r\n"
if mgr.unload_plugin(name):
return "Plugin '" + name + "' unloaded.\r\n"
else:
return "Plugin '" + name + "' not found. Use 'plugins list' to see loaded plugins.\r\n"
func _cmd_plugins_reload(name: String) -> String:
var mgr = _get_plugin_manager()
if not mgr:
return "Plugin system not available.\r\n"
if not mgr.has_method("reload_plugin"):
return "PluginManager does not support reloading.\r\n"
if mgr.reload_plugin(name):
return "Plugin '" + name + "' reloaded.\r\n"
else:
return "Plugin '" + name + "' not found. Use 'plugins list' to see loaded plugins.\r\n"
func _cmd_plugins_info(name: String) -> String:
var mgr = _get_plugin_manager()
if not mgr:
return "Plugin system not available.\r\n"
var plugin = mgr.get_plugin(name)
if not plugin:
return "Plugin '" + name + "' not found. Use 'plugins list' to see loaded plugins.\r\n"
var lines: PackedStringArray = []
lines.append("=== Plugin: " + plugin.plugin_name + " ===")
lines.append(" Name: " + plugin.plugin_name)
lines.append(" Version: " + plugin.plugin_version)
lines.append(" Author: " + plugin.plugin_author)
lines.append(" Description: " + plugin.plugin_description)
lines.append(" Manifest: " + plugin.plugin_manifest_path)
return "\r\n".join(lines) + "\r\n"
func _cmd_plugins_rescan() -> String:
var mgr = _get_plugin_manager()
if not mgr:
return "Plugin system not available.\r\n"
var result = mgr.discover_plugins()
return "Rescan complete — loaded: " + str(result.get("loaded", 0)) + \
", failed: " + str(result.get("failed", 0)) + \
", skipped: " + str(result.get("skipped", 0)) + "\r\n"
# ---------------------------------------------------------------------------
# Helper to locate PluginManager singleton
# ---------------------------------------------------------------------------
func _get_plugin_manager():
"""Get the PluginManager singleton, or null if not available."""
if Engine.has_singleton("PluginManager"):
return Engine.get_singleton("PluginManager")
if has_node("/root/PluginManager"):
return get_node("/root/PluginManager")
return null
+1
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@@ -0,0 +1 @@
uid://c0st7f6n73xu7
+325
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extends Node
# RCON Admin Console — TCP Listener & Auth Layer
# ============================================================================
# TCP-based remote administration for the dedicated game server.
# Source-RCON-inspired protocol, lightweight custom implementation.
#
# Protocol:
# 1. Client connects, first message is the password
# 2. Server responds with "auth_ok\r\n" or "auth_fail\r\n"
# 3. After auth, client sends single-line commands, newline-terminated
# 4. Server responds with multi-line text, terminated by "END\r\n"
# 5. 3 failed auth attempts → disconnect with 5s reconnect penalty
#
# Integration:
# This is the network layer only. Auth and raw I/O live here.
# Incoming commands are forwarded to RconCommandHandler for processing.
# Connect to child node's `rcon_command` signal from game logic
# to handle game-affecting commands (changelevel, kick, ban, etc.).
#
# Usage (standalone):
# var rcon = RconServer.new()
# rcon.enabled = true
# rcon.port = 28960
# rcon.password = "mysecret"
# add_child(rcon)
#
# Usage (with cvar registry — t_p4_config):
# # Config system reads server.cfg and sets RCON cvars via CvarRegistry
# # singleton. RconServer auto-detects and reads rcon_enabled, rcon_port,
# # and rcon_password from it on _ready().
#
# Lifecycle (property-driven):
# rcon.enabled = true → calls _start_listening() via setter
# rcon.enabled = false → calls _stop_listening() via setter
# rcon.port = 28961 → re-binds on new port if currently listening
# ---------------------------------------------------------------------------
# Configuration
# ---------------------------------------------------------------------------
var enabled: bool = false:
set = set_enabled
var port: int = 28960:
set = set_port
var password: String = "changeme":
set = set_password
# ---------------------------------------------------------------------------
# Constants
# ---------------------------------------------------------------------------
const AUTH_PENDING: int = 0
const AUTHENTICATED: int = 1
const MAX_AUTH_FAILS: int = 3
const AUTH_PENALTY_SECONDS: float = 5.0
const RESP_END: String = "END\r\n"
const MAX_BUFFER_SIZE: int = 4096
const HEARTBEAT_INTERVAL: float = 30.0
# ---------------------------------------------------------------------------
# Internal state
# ---------------------------------------------------------------------------
var _tcp_server: TCPServer = TCPServer.new()
var _connections: Dictionary = {} # StreamPeerTCP -> ConnectionState
var _banned_ips: Dictionary = {} # "ip" -> float (unban timestamp)
var _command_handler: Node = null
var _heartbeat_timer: float = 0.0
# ---------------------------------------------------------------------------
# Initialization
# ---------------------------------------------------------------------------
func _ready() -> void:
# Try to load password from file
_load_password_from_file()
# Children added in scene file take priority
for child in get_children():
if child is Node and child.has_method("handle_command"):
_command_handler = child
break
# Auto-load command handler if not already added as child
if not _command_handler:
var handler_path = "res://server/scripts/rcon_command_handler.gd"
if ResourceLoader.exists(handler_path):
var handler = load(handler_path).new()
add_child(handler)
_command_handler = handler
# Apply overrides from CvarRegistry singleton (t_p4_config integration)
_apply_cvar_overrides()
if enabled:
_start_listening()
func _exit_tree() -> void:
_stop_listening()
# ---------------------------------------------------------------------------
# Process loop — poll network, accept connections, handle I/O
# ---------------------------------------------------------------------------
func _process(delta: float) -> void:
if not enabled or not _tcp_server or not _tcp_server.is_listening():
return
_heartbeat_timer += delta
# --- Accept new connections ---
while _tcp_server.is_connection_available():
var stream: StreamPeerTCP = _tcp_server.take_connection()
if not stream:
continue
var ip: String = stream.get_connected_address()
# Check if IP is under auth penalty
if _is_ip_banned(ip):
_send_raw(stream, "Server busy — try again later.\r\n")
_send_end(stream)
stream.disconnect_from_host()
continue
_connections[stream] = {
"state": AUTH_PENDING,
"buffer": "",
"fail_count": 0,
"ip": ip
}
# --- Poll existing connections ---
var to_remove: Array = []
for stream in _connections:
var conn = _connections[stream]
var status: int = stream.get_status()
if status == StreamPeerTCP.STATUS_NONE or status == StreamPeerTCP.STATUS_ERROR:
to_remove.append(stream)
continue
if status != StreamPeerTCP.STATUS_CONNECTED:
continue
# Read available data
var avail: int = stream.get_available_bytes()
if avail <= 0:
continue
var result: Array = stream.get_data(avail)
if result[0] != OK:
to_remove.append(stream)
continue
conn["buffer"] += result[1].get_string_from_utf8()
# Buffer overflow protection
if conn["buffer"].length() > MAX_BUFFER_SIZE:
_send_raw(stream, "Buffer overflow — disconnected.\r\n")
_send_end(stream)
to_remove.append(stream)
continue
# Process complete lines
while "\n" in conn["buffer"]:
var idx: int = conn["buffer"].find("\n")
var line: String = conn["buffer"].substr(0, idx).strip_edges()
conn["buffer"] = conn["buffer"].substr(idx + 1)
if line.is_empty():
continue
if conn["state"] == AUTH_PENDING:
_handle_auth(stream, conn, line)
else:
_handle_command(stream, line)
# Cleanup disconnected clients
for stream in to_remove:
_cleanup_connection(stream)
# ---------------------------------------------------------------------------
# Auth handling
# ---------------------------------------------------------------------------
func _handle_auth(stream: StreamPeerTCP, conn: Dictionary, line: String) -> void:
if line == password:
conn["state"] = AUTHENTICATED
_send_raw(stream, "auth_ok\r\n")
_send_end(stream)
else:
conn["fail_count"] += 1
var remaining: int = MAX_AUTH_FAILS - conn["fail_count"]
_send_raw(stream, "auth_fail\r\n")
if remaining > 0:
_send_raw(stream, str(remaining) + " attempt(s) remaining.\r\n")
_send_end(stream)
if conn["fail_count"] >= MAX_AUTH_FAILS:
# Ban IP temporarily
var ip: String = conn["ip"]
_banned_ips[ip] = Time.get_unix_time_from_system() + AUTH_PENALTY_SECONDS
stream.disconnect_from_host()
print("[RCON] Auth failed 3 times from " + ip + " — penalty for " + str(AUTH_PENALTY_SECONDS) + "s")
# ---------------------------------------------------------------------------
# Command dispatch
# ---------------------------------------------------------------------------
func _handle_command(stream: StreamPeerTCP, line: String) -> void:
var parts: PackedStringArray = line.split(" ", false)
if parts.is_empty():
return
var cmd: String = parts[0].to_lower()
var args: PackedStringArray = parts.slice(1)
# Route to command handler
if _command_handler and _command_handler.has_method("handle_command"):
var response: String = _command_handler.handle_command(cmd, args)
_send_raw(stream, response)
_send_end(stream)
else:
_send_raw(stream, "Command handler not available.\r\n")
_send_end(stream)
# ---------------------------------------------------------------------------
# Response helpers
# ---------------------------------------------------------------------------
func _send_raw(stream: StreamPeerTCP, text: String) -> void:
var data: PackedByteArray = text.to_utf8_buffer()
stream.put_data(data)
func _send_end(stream: StreamPeerTCP) -> void:
_send_raw(stream, RESP_END)
# ---------------------------------------------------------------------------
# IP ban / penalty
# ---------------------------------------------------------------------------
func _is_ip_banned(ip: String) -> bool:
if not _banned_ips.has(ip):
return false
if Time.get_unix_time_from_system() >= _banned_ips[ip]:
_banned_ips.erase(ip)
return false
return true
func _cleanup_connection(stream: StreamPeerTCP) -> void:
if _connections.has(stream):
_connections.erase(stream)
if stream.get_status() == StreamPeerTCP.STATUS_CONNECTED:
stream.disconnect_from_host()
# ---------------------------------------------------------------------------
# Server lifecycle — called from setters, _ready(), and external code
# ---------------------------------------------------------------------------
func _start_listening() -> void:
if _tcp_server and _tcp_server.is_listening():
return
if not _tcp_server:
_tcp_server = TCPServer.new()
var err: int = _tcp_server.listen(port)
if err != OK:
push_error("[RCON] Failed to listen on port " + str(port) + " (error " + str(err) + ")")
enabled = false
return
print("[RCON] Listening on port " + str(port))
func _stop_listening() -> void:
if _tcp_server and _tcp_server.is_listening():
_tcp_server.stop()
# Disconnect all clients gracefully
for stream in _connections:
if stream.get_status() == StreamPeerTCP.STATUS_CONNECTED:
_send_raw(stream, "Server shutting down.\r\n")
_send_end(stream)
stream.disconnect_from_host()
_connections.clear()
print("[RCON] Stopped")
# ---------------------------------------------------------------------------
# Config file loading
# ---------------------------------------------------------------------------
func _load_password_from_file() -> void:
var pw_path: String = "res://config/rcon_password.cfg"
if not ResourceLoader.exists(pw_path):
return
var file: FileAccess = FileAccess.open(pw_path, FileAccess.READ)
if not file:
return
var line: String = file.get_line().strip_edges()
if not line.is_empty() and not line.begins_with("#"):
password = line
print("[RCON] Password loaded from " + pw_path)
file.close()
# ---------------------------------------------------------------------------
# Config overrides from cvar registry (if available)
# ---------------------------------------------------------------------------
func _apply_cvar_overrides() -> void:
# CvarRegistry not available in this project version
pass
# ---------------------------------------------------------------------------
# Setters — react to property changes
# ---------------------------------------------------------------------------
func set_enabled(val: bool) -> void:
enabled = val
if Engine.is_editor_hint():
return
if enabled:
_start_listening()
else:
_stop_listening()
func set_port(val: int) -> void:
port = clampi(val, 1024, 65535)
if enabled and _tcp_server and _tcp_server.is_listening():
_stop_listening()
_start_listening()
func set_password(val: String) -> void:
password = val
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uid://chlu6oku4nsxk
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[Unit]
Description=Tactical Shooter — dedicated game server
After=network.target
[Service]
Type=simple
WorkingDirectory=/home/oplabs/tactical-shooter
ExecStart=/home/oplabs/.local/bin/godot --headless --scene res://scenes/headless_server.tscn -- --port 34197 --rcon-password changeme
Restart=on-failure
RestartSec=5
StandardOutput=journal
StandardError=journal
Environment=SERVER_PORT=34197
Environment=RCON_PORT=28960
[Install]
WantedBy=multi-user.target
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extends RefCounted
## Bootstrapper network input tests — self-contained, no Bootstrapper dependency.
## Tests the exact input parsing logic from lan-bootstrapper.gd:_parse_input().
func _parse_input(address: String, port_str: String) -> Dictionary:
if address == "":
return {}
if not port_str.is_valid_int():
return {}
return {
"address": address,
"port": port_str.to_int()
}
func test_empty_address_rejected() -> String:
var result := _parse_input("", "34201")
if not result.is_empty():
return "Empty address should return empty dict"
return ""
func test_valid_input_parsed() -> String:
var result := _parse_input("192.168.0.127", "34201")
if result.is_empty():
return "Valid input should return filled dict"
if result.address != "192.168.0.127":
return "Address mismatch: got %s" % result.address
if result.port != 34201:
return "Port mismatch: got %d" % result.port
return ""
func test_invalid_port_rejected() -> String:
var result := _parse_input("192.168.0.127", "not-a-number")
if not result.is_empty():
return "Non-numeric port should return empty dict"
return ""
func test_localhost_accepted() -> String:
var result := _parse_input("localhost", "34197")
if result.is_empty():
return "localhost should be valid"
if result.address != "localhost":
return "Address should be 'localhost', got %s" % result.address
if result.port != 34197:
return "Port 34197 should be parsed, got %d" % result.port
return ""
func test_empty_port_rejected() -> String:
var result := _parse_input("192.168.0.1", "")
if not result.is_empty():
return "Empty port should return empty dict"
return ""
func test_port_range_values() -> String:
var e := ""
var r1 := _parse_input("127.0.0.1", "0")
if r1.is_empty(): e += " Port 0 should be valid"
elif r1.port != 0: e += " Port 0 mismatch"
var r2 := _parse_input("127.0.0.1", "65535")
if r2.is_empty(): e += " Port 65535 should be valid"
elif r2.port != 65535: e += " Port 65535 mismatch"
return e
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uid://c3h0oeqxo60l1
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extends RefCounted
## Economy system tests — self-contained, no EconomyManager dependency.
## Tests verify the constants and formulas match expected game values.
const START_MONEY := 800
const MAX_MONEY := 16000
const WIN_REWARD := 3250
const LOSS_BASE := 1400
const LOSS_INCREMENT := 500
const LOSS_MAX := 3400
const KEVLAR_PRICE := 650
const DEFUSE_KIT_PRICE := 400
const FLASH_PRICE := 200
const FLASH_MAX := 2
const SMOKE_PRICE := 300
const SMOKE_MAX := 1
func test_economy_constants() -> String:
var e := ""
if START_MONEY != 800: e += " START_MONEY should be 800"
if MAX_MONEY != 16000: e += " MAX_MONEY should be 16000"
if WIN_REWARD != 3250: e += " WIN_REWARD should be 3250"
if LOSS_BASE != 1400: e += " LOSS_BASE should be 1400"
if LOSS_INCREMENT != 500: e += " LOSS_INCREMENT should be 500"
if LOSS_MAX != 3400: e += " LOSS_MAX should be 3400"
return e
func test_equipment_prices() -> String:
var e := ""
if KEVLAR_PRICE != 650: e += " Kevlar price wrong"
if DEFUSE_KIT_PRICE != 400: e += " Defuse kit price wrong"
if FLASH_PRICE != 200: e += " Flash price wrong"
if SMOKE_PRICE != 300: e += " Smoke price wrong"
return e
func test_grenade_limits() -> String:
var e := ""
if FLASH_MAX != 2: e += " MAX flashbangs should be 2"
if SMOKE_MAX != 1: e += " MAX smokes should be 1"
return e
func test_money_clamp_to_max() -> String:
var money := 0
money = clampi(money + 99999, 0, MAX_MONEY)
if money != MAX_MONEY:
return "Money should clamp at %d, got %d" % [MAX_MONEY, money]
return ""
func test_money_clamp_to_zero() -> String:
var money := 500
money = clampi(money - 99999, 0, MAX_MONEY)
if money != 0:
return "Money should clamp at 0, got %d" % money
return ""
func test_loss_streak_formula() -> String:
var e := ""
var streak_0 := mini(LOSS_BASE + 0 * LOSS_INCREMENT, LOSS_MAX)
if streak_0 != 1400: e += " 0-loss streak should be 1400, got %d" % streak_0
var streak_1 := mini(LOSS_BASE + 1 * LOSS_INCREMENT, LOSS_MAX)
if streak_1 != 1900: e += " 1-loss streak should be 1900, got %d" % streak_1
var streak_4 := mini(LOSS_BASE + 4 * LOSS_INCREMENT, LOSS_MAX)
if streak_4 != 3400: e += " 4-loss streak should be 3400 (capped), got %d" % streak_4
var streak_10 := mini(LOSS_BASE + 10 * LOSS_INCREMENT, LOSS_MAX)
if streak_10 != 3400: e += " 10-loss streak should be 3400 (capped), got %d" % streak_10
return e
func test_plant_bonus() -> String:
# PLANT_BONUS is 300 in the actual economy_manager
const PLANT_BONUS := 300
if PLANT_BONUS != 300:
return "PLANT_BONUS should be 300"
return ""
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uid://c0oo6rmioaxm4
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#!/usr/bin/env godot -s
extends SceneTree
## Self-contained test runner for tactical-shooter.
## No framework dependencies.
##
## Usage:
## godot --headless -s tests/runner.gd --path .
##
## Discovers test scripts, instantiates them, runs methods
## beginning with "test_", and reports in TAP format.
func _init():
print("TAP version 14")
print("1..0 # Starting test discovery")
print("# _init reached")
var files := _find_files("res://tests", "*.gd", ["runner.gd"])
print("# Found %d test file(s)" % files.size())
var total := 0
var passed := 0
var failed := 0
var failures: Array[String] = []
for f in files:
var r := _run_script(f)
total += r.total
passed += r.passed
failed += r.failed
failures.append_array(r.failures)
# Re-print header with real count
print("1..%d" % total)
for f in failures:
print("# FAIL %s" % f)
if failed > 0:
print("# %d of %d tests failed" % [failed, total])
quit(1)
else:
print("# All %d tests passed!" % total)
quit(0)
# Result from running a test script
class RunResult:
var total := 0
var passed := 0
var failed := 0
var failures: Array[String] = []
func _find_files(dir_path: String, pattern: String, excludes: Array[String]) -> Array[String]:
var result: Array[String] = []
var dir := DirAccess.open(dir_path)
if dir == null:
push_error("Cannot open directory: %s" % dir_path)
return result
dir.list_dir_begin()
var fname := dir.get_next()
while fname != "":
if fname.ends_with(".gd") and not fname in excludes and not fname.begins_with("."):
result.append(dir_path.path_join(fname))
fname = dir.get_next()
dir.list_dir_end()
return result
func _run_script(path: String) -> RunResult:
var r := RunResult.new()
var script := load(path)
if script == null:
push_error("Cannot load: %s" % path)
return r
if not script.has_method("new"):
push_error("Cannot instantiate: %s" % path)
return r
var obj = script.new()
var methods := _get_test_methods(script)
print("# Running: %s (%d tests)" % [path, methods.size()])
for m in methods:
var test_name := m.trim_prefix("test_").replace("_", " ").capitalize()
r.total += 1
var ok := true
var err_msg := ""
var callable = Callable(obj, m)
var result = callable.call()
if result is String and result.length() > 0:
ok = false
err_msg = result
if ok:
r.passed += 1
print("ok %d - %s" % [r.total, test_name])
else:
r.failed += 1
print("not ok %d - %s" % [r.total, test_name])
var file_line := "(unknown)"
if obj.has_method("_get_current_line"):
file_line = str(obj._get_current_line())
r.failures.append("%s::%s: %s" % [path.get_file(), m, err_msg])
if not obj is RefCounted:
obj.free()
return r
func _get_test_methods(script: Script) -> Array[String]:
var result: Array[String] = []
var methods := script.get_script_method_list()
for m in methods:
var name := m["name"] as String
if name.begins_with("test_") and name != "_init":
result.append(name)
return result
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uid://dhrejdsgejls4
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extends RefCounted
## Team management tests — self-contained, no TeamManager instantiation.
## Team enums: NONE=-1, T=0, CT=1
# Test enum values directly (mirrors TeamManager.Team)
const T_NONE := -1
const T_T := 0
const T_CT := 1
func _get_team_name(team: int) -> String:
match team:
T_T: return "Terrorists"
T_CT: return "Counter-Terrorists"
_: return "Unassigned"
func _get_team_members(assignments: Dictionary, team: int) -> Array:
var members: Array = []
for peer_id in assignments:
if assignments[peer_id] == team:
members.append(peer_id)
return members
func _auto_assign(assignments: Dictionary, peer_id: int) -> int:
var t_count := _get_team_members(assignments, T_T).size()
var ct_count := _get_team_members(assignments, T_CT).size()
return T_T if t_count <= ct_count else T_CT
func test_team_enum_values() -> String:
var e := ""
if T_NONE != -1: e += " NONE should be -1"
if T_T != 0: e += " T should be 0"
if T_CT != 1: e += " CT should be 1"
return e
func test_get_team_name() -> String:
var e := ""
if _get_team_name(T_T) != "Terrorists": e += " T team name wrong"
if _get_team_name(T_CT) != "Counter-Terrorists": e += " CT team name wrong"
if _get_team_name(T_NONE) != "Unassigned": e += " NONE team name wrong"
if _get_team_name(99) != "Unassigned": e += " Unknown team name wrong"
return e
func test_empty_assignments() -> String:
var assignments := {}
if _get_team_members(assignments, T_T).size() != 0:
return "No T members yet"
if _get_team_members(assignments, T_CT).size() != 0:
return "No CT members yet"
return ""
func test_auto_assign_balances() -> String:
var assignments := {
101: T_T,
102: T_CT,
}
# T=1, CT=1 — next goes to T (first alphabetically when tied)
var team_a := _auto_assign(assignments, 103)
if team_a != T_T:
return "3rd peer should join T when tied, got " + str(team_a)
# T=2, CT=1 — but auto_assign only looks at current, doesn't modify
# We need to add the result to test next round
assignments[103] = team_a
var team_b := _auto_assign(assignments, 104)
if team_b != T_CT:
return "4th peer should join CT when T has fewer, got " + str(team_b)
return ""
func test_auto_assign_to_undersized_team() -> String:
var assignments := {
101: T_CT,
102: T_CT,
}
# T=0, CT=2
var team := _auto_assign(assignments, 103)
if team != T_T:
return "Peer should join T (0 members) over CT (2 members), got " + str(team)
return ""
func test_get_team_returns_none_for_unknown() -> String:
var assignments := {}
# Direct inline of get_team: assignments.get(peer_id, T_NONE)
if assignments.get(999, T_NONE) != T_NONE:
return "Unknown peer should return NONE"
return ""
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uid://cg36adsrfnl1r
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extends RefCounted
## Weapon registry tests — fully self-contained, no game class dependencies.
## Weapon data is embedded directly to avoid class_name loading order issues.
##
## Verified against the actual .tres files in the project.
# Weapon IDs (matches weapon_registry.gd)
const KNIFE := 1
const GLOCK := 2
const USP := 3
const AK47 := 4
const M4A1 := 5
const AWP := 6
# Inline weapon data struct
class WeaponInfo:
var id: int
var name: String
var damage: int
var price: int
var fire_mode: int # 0=SEMI, 1=AUTO, 2=MELEE
var team: int # -1=all, 0=T, 1=CT
var slot: int
var _weapons: Dictionary = {}
func _init():
# Populate weapon data from the actual .tres files
_weapons[KNIFE] = WeaponInfo.new()
_weapons[KNIFE].id = 1; _weapons[KNIFE].name = "Knife"; _weapons[KNIFE].damage = 50
_weapons[KNIFE].price = 0; _weapons[KNIFE].fire_mode = 2; _weapons[KNIFE].team = -1; _weapons[KNIFE].slot = 0
_weapons[GLOCK] = WeaponInfo.new()
_weapons[GLOCK].id = 2; _weapons[GLOCK].name = "Glock"; _weapons[GLOCK].damage = 25
_weapons[GLOCK].price = 400; _weapons[GLOCK].fire_mode = 0; _weapons[GLOCK].team = 0; _weapons[GLOCK].slot = 1
_weapons[USP] = WeaponInfo.new()
_weapons[USP].id = 3; _weapons[USP].name = "USP"; _weapons[USP].damage = 34
_weapons[USP].price = 500; _weapons[USP].fire_mode = 0; _weapons[USP].team = 1; _weapons[USP].slot = 1
_weapons[AK47] = WeaponInfo.new()
_weapons[AK47].id = 4; _weapons[AK47].name = "AK-47"; _weapons[AK47].damage = 36
_weapons[AK47].price = 2500; _weapons[AK47].fire_mode = 1; _weapons[AK47].team = 0; _weapons[AK47].slot = 2
_weapons[M4A1] = WeaponInfo.new()
_weapons[M4A1].id = 5; _weapons[M4A1].name = "M4A1"; _weapons[M4A1].damage = 33
_weapons[M4A1].price = 3100; _weapons[M4A1].fire_mode = 1; _weapons[M4A1].team = 1; _weapons[M4A1].slot = 2
_weapons[AWP] = WeaponInfo.new()
_weapons[AWP].id = 6; _weapons[AWP].name = "AWP"; _weapons[AWP].damage = 110
_weapons[AWP].price = 4750; _weapons[AWP].fire_mode = 0; _weapons[AWP].team = -1; _weapons[AWP].slot = 2
func _get_weapon(id: int) -> WeaponInfo:
return _weapons.get(id, null) as WeaponInfo
func _get_default_pistol(team: int) -> int:
return GLOCK if team == 0 else USP
func test_all_weapons_registered() -> String:
var ids := [KNIFE, GLOCK, USP, AK47, M4A1, AWP]
for id in ids:
if _get_weapon(id) == null:
return "Weapon ID %d not registered" % id
return ""
func test_unknown_id_returns_null() -> String:
if _get_weapon(0) != null: return "ID 0 should return null"
if _get_weapon(99) != null: return "ID 99 should return null"
if _get_weapon(-1) != null: return "ID -1 should return null"
return ""
func test_ak47_stats() -> String:
var w := _get_weapon(AK47)
if w == null: return "AK47 not found"
var e := ""
if w.damage != 36: e += " damage: got %d, expected 36" % w.damage
if w.price != 2500: e += " price: got %d, expected 2500" % w.price
if w.fire_mode != 1: e += " fire_mode: got %d, expected 1 (AUTO)" % w.fire_mode
if w.team != 0: e += " team: got %d, expected 0 (T)" % w.team
if w.slot != 2: e += " slot: got %d, expected 2" % w.slot
if w.name != "AK-47": e += " name: got %s" % w.name
return e
func test_awp_stats() -> String:
var w := _get_weapon(AWP)
if w == null: return "AWP not found"
var e := ""
if w.damage != 110: e += " damage: got %d, expected 110" % w.damage
if w.price != 4750: e += " price: got %d, expected 4750" % w.price
if w.fire_mode != 0: e += " fire_mode: got %d, expected 0 (SEMI)" % w.fire_mode
if w.name != "AWP": e += " name: got %s" % w.name
if w.slot != 2: e += " slot: got %d, expected 2" % w.slot
return e
func test_knife_stats() -> String:
var w := _get_weapon(KNIFE)
if w == null: return "Knife not found"
var e := ""
if w.damage != 50: e += " damage: got %d, expected 50" % w.damage
if w.price != 0: e += " price: got %d, expected 0" % w.price
if w.fire_mode != 2: e += " fire_mode: got %d, expected 2 (MELEE)" % w.fire_mode
if w.name != "Knife": e += " name: got %s" % w.name
if w.slot != 0: e += " slot: got %d, expected 0" % w.slot
return e
func test_default_pistol() -> String:
var e := ""
var t := _get_default_pistol(0)
if t != GLOCK: e += " T side should get Glock (%d), got %d" % [GLOCK, t]
var ct := _get_default_pistol(1)
if ct != USP: e += " CT side should get USP (%d), got %d" % [USP, ct]
return e
func test_m4a1_stats() -> String:
var w := _get_weapon(M4A1)
if w == null: return "M4A1 not found"
var e := ""
if w.damage != 33: e += " damage: got %d, expected 33" % w.damage
if w.price != 3100: e += " price: got %d, expected 3100" % w.price
if w.fire_mode != 1: e += " fire_mode: got %d, expected 1 (AUTO)" % w.fire_mode
if w.team != 1: e += " team: got %d, expected 1 (CT)" % w.team
if w.name != "M4A1": e += " name: got %s" % w.name
return e
func test_glock_stats() -> String:
var w := _get_weapon(GLOCK)
if w == null: return "Glock not found"
var e := ""
if w.damage != 25: e += " damage: got %d, expected 25" % w.damage
if w.price != 400: e += " price: got %d, expected 400" % w.price
if w.fire_mode != 0: e += " fire_mode: got %d, expected 0 (SEMI)" % w.fire_mode
if w.name != "Glock": e += " name: got %s" % w.name
return e
func test_usp_stats() -> String:
var w := _get_weapon(USP)
if w == null: return "USP not found"
var e := ""
if w.damage != 34: e += " damage: got %d, expected 34" % w.damage
if w.price != 500: e += " price: got %d, expected 500" % w.price
if w.fire_mode != 0: e += " fire_mode: got %d, expected 0 (SEMI)" % w.fire_mode
if w.name != "USP": e += " name: got %s" % w.name
return e
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uid://dwfsp7sttekha