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>
59 lines
1.5 KiB
GDScript
59 lines
1.5 KiB
GDScript
extends VestTest
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func get_suite_name() -> String:
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return "NetworkSynchronizationServer"
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var servers: TestingServers
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func before_case(__):
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# Makes sure local peer is 1, otherwise identifiers get random local IDs
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Vest.get_tree().root.multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()
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servers = await TestingServers.create()
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servers.synchronization_server()._rb_enable_input_broadcast = true # Force input broadcast
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func after_case(__):
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servers.queue_free()
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func suite() -> void:
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define("synchronize_input()", func():
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test("should submit owned", func():
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var owned_node := await get_node()
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var other_node := await get_node()
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other_node.set_multiplayer_authority(2)
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servers.history_server().register_rollback_input(owned_node, "position")
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servers.history_server().register_rollback_input(other_node, "position")
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servers.synchronization_server().register_rollback_input(owned_node, "position")
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servers.synchronization_server().register_rollback_input(other_node, "position")
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servers.history_server()._record_rollback_input(0)
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servers.synchronization_server()._synchronize_input(0)
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skip() # Somehow setup a live client-server connection
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)
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)
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define("synchronize_state()", func():
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test("should submit owned", func():
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skip()
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)
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)
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define("synchronize_sync_state()", func():
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test("should submit owned", func():
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skip()
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)
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)
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func get_node(name: String = "") -> Node3D:
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var node := Node3D.new()
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Vest.get_tree().root.add_child.call_deferred(node)
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await node.ready
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if name: node.name = name
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return node
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