ba2fc37502
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)
91 lines
4.9 KiB
GDScript
91 lines
4.9 KiB
GDScript
## NetfoxHeadlessBootstrap — Preload netfox dependencies for headless/server mode.
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##
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## In headless mode (`--headless`), Godot doesn't run EditorPlugin script
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## scanning, so `class_name` registrations from addon scripts don't happen
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## automatically. This causes parse errors when netfox autoloads reference
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## class_names like `NetfoxLogger`, `NorayProtocolHandler`, etc.
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##
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## This bootstrap MUST be the FIRST autoload in project.godot (before any
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## netfox autoload). It preloads all dependency scripts so their class_names
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## are registered before netfox's own autoloads are parsed.
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##
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## Architecture:
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## project.godot autoload order:
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## 1. NetfoxHeadlessBootstrap (this script) ← preloads all deps
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## 2. Async
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## 3. Noray
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## 4. NetworkTime
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## 5. NetworkEvents
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## 6. ... (all other netfox autoloads)
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##
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## This only executes in headless mode. In editor mode, the EditorPlugin
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## handles class_name registration normally.
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extends Node
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func _init() -> void:
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# Only needed in headless mode — editor mode handles class_names via EditorPlugin
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if DisplayServer.get_name() != "headless":
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return
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print("[NetfoxHeadlessBootstrap] Headless mode detected — preloading netfox dependencies...")
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# Core netfox internals used by all netfox modules
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_load_safe("res://addons/netfox.internals/logger.gd") # NetfoxLogger
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# Time system — used by NetworkTime autoload
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_load_safe("res://addons/netfox/time/network-clocks.gd") # NetworkClocks
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_load_safe("res://addons/netfox/time/network-tickrate-handshake.gd") # NetworkTickrateHandshake
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_load_safe("res://addons/netfox/network-time-synchronizer.gd") # NetworkTimeSynchronizer
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# Noray system — used by Noray autoload
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_load_safe("res://addons/netfox.noray/protocol-handler.gd") # NorayProtocolHandler
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# Rollback internals — used by NetworkRollback
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_load_safe("res://addons/netfox.internals/ring-buffer.gd") # _RingBuffer
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_load_safe("res://addons/netfox.internals/history-buffer.gd") # _HistoryBuffer
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_load_safe("res://addons/netfox.internals/bimap.gd") # _BiMap
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_load_safe("res://addons/netfox.internals/set.gd") # _Set
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_load_safe("res://addons/netfox/properties/property-cache.gd") # PropertyCache
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_load_safe("res://addons/netfox/properties/property-entry.gd") # PropertyEntry
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_load_safe("res://addons/netfox/properties/property-config.gd") # _PropertyConfig
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_load_safe("res://addons/netfox/properties/property-snapshot.gd") # _PropertySnapshot
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_load_safe("res://addons/netfox/rollback/rollback-synchronizer.gd") # RollbackSynchronizer
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_load_safe("res://addons/netfox/rewindable-action.gd") # RewindableAction
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_load_safe("res://addons/netfox/tick-interpolator.gd") # TickInterpolator
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_load_safe("res://addons/netfox.extras/base-net-input.gd") # BaseNetInput
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# Weapon system (for multiplayer-fps)
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_load_safe("res://addons/netfox.extras/weapon/network-weapon.gd") # NetworkWeapon
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_load_safe("res://addons/netfox.extras/weapon/network-weapon-hitscan-3d.gd") # NetworkWeaponHitscan3D
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_load_safe("res://addons/netfox.extras/weapon/network-weapon-proxy.gd") # _NetworkWeaponProxy
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_load_safe("res://examples/multiplayer-fps/scripts/data/weapon_data.gd") # WeaponData
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# State synchronizer — used for non-rollback state sync
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_load_safe("res://addons/netfox/state-synchronizer.gd") # StateSynchronizer
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# Schema system — used behind the scenes
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_load_safe("res://addons/netfox/schemas/network-schema.gd") # _NetworkSchema
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_load_safe("res://addons/netfox/schemas/network-schemas.gd") # NetworkSchemas
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_load_safe("res://addons/netfox/schemas/network-schema-serializer.gd") # NetworkSchemaSerializer
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# Serializers — needed internally
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_load_safe("res://addons/netfox/serializers/base-snapshot-serializer.gd") # _BaseSnapshotSerializer
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_load_safe("res://addons/netfox/serializers/tickset-serializer.gd") # _TicksetSerializer
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# Servers — some needed for NetworkRollback internals
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_load_safe("res://addons/netfox/servers/data/snapshot.gd") # _Snapshot
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_load_safe("res://addons/netfox/servers/data/network-identifier.gd") # _NetworkIdentifier
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_load_safe("res://addons/netfox/servers/data/network-identity-reference.gd") # _NetworkIdentityReference
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_load_safe("res://addons/netfox/servers/data/object-snapshot.gd") # _ObjectSnapshot
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_load_safe("res://addons/netfox/servers/data/per-object-history.gd") # _PerObjectHistory
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_load_safe("res://addons/netfox/servers/data/property-pool.gd") # _PropertyPool
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print("[NetfoxHeadlessBootstrap] ✓ All netfox dependencies preloaded")
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## Load a script and catch errors gracefully.
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func _load_safe(path: String) -> void:
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var script = load(path)
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if script == null:
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push_warning("[NetfoxHeadlessBootstrap] Failed to load: %s" % path)
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