Files
tactical-shooter/test/netfox/servers/network-history-server.perf.gd
T
shawn b0c83af092 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>
2026-07-02 20:55:20 -04:00

62 lines
1.6 KiB
GDScript

extends VestTest
func get_suite_name() -> String:
return "NetworkHistoryServer"
var idx := 0
func suite():
for count in [16, 1024, 16384]:
# register / record / restore / deregister
# *2.06us/235.37us/*46.01us/*1.37us, 14.05us/14.73ms/1.08ms/6.56us, 207.84us/234.73ms/23.18ms/88.84us
# *2.19us/77.97us/*23.46us/*3.07us, 1.73us/ 4.55ms/1.83ms/1.48us, 2.15us/ 81.64ms/45.45ms/ 1.57us
test("%d nodes" % count, func():
# Create nodes
var nodes := await get_nodes(count)
# Register nodes
idx = 0
benchmark("register()", func(__):
NetworkHistoryServer.register_rollback_state(nodes[idx], "name")
idx += 1
).with_iterations(count).with_batch_size(count).run()
# Record
benchmark("record()", func(__):
NetworkHistoryServer._record_rollback_state(0)
).with_duration(1.).with_batch_size(16).run()
# Restore
benchmark("restore()", func(__):
NetworkHistoryServer._restore_rollback_state(0)
).with_duration(1.).with_batch_size(16).run()
# Deregister nodes
idx = 0
benchmark("deregister()", func(__):
NetworkHistoryServer.deregister_rollback_state(nodes[idx], "name")
idx += 1
).with_iterations(count).with_batch_size(count).run()
# Free nodes
free_nodes(nodes)
)
func get_nodes(count: int) -> Array[Node]:
var nodes := [] as Array[Node]
for i in count:
var node := Node.new()
node.name = "Node %d" % i
nodes.append(node)
Vest.get_tree().root.add_child.call_deferred(node)
for node in nodes:
await node.ready
return nodes
func free_nodes(nodes: Array[Node]) -> void:
for node in nodes:
node.queue_free()