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>
115 lines
3.4 KiB
GDScript
115 lines
3.4 KiB
GDScript
extends VestTest
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func get_suite_name() -> String:
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return "RollbackSimulationServer"
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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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func suite() -> void:
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define("is_predicting()", func():
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test("should predict non-owned node", func():
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var state_node := await get_node()
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var input_node := await get_node()
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var input_snapshot := _Snapshot.of(1, [[input_node, "name", "Input"]], [])
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state_node.set_multiplayer_authority(2)
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RollbackSimulationServer.register_rollback_input_for(state_node, input_node)
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expect(RollbackSimulationServer._is_predicting(input_snapshot, state_node))
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)
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test("should predict owned node without input", func():
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var input_snapshot := _Snapshot.new(0)
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var state_node := await get_node()
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var input_node := await get_node()
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RollbackSimulationServer.register_rollback_input_for(state_node, input_node)
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expect(RollbackSimulationServer._is_predicting(input_snapshot, state_node))
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)
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test("should predict non-owned inputless", func():
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var input_snapshot := _Snapshot.new(0)
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var state_node := await get_node()
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state_node.set_multiplayer_authority(2)
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expect(RollbackSimulationServer._is_predicting(input_snapshot, state_node))
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)
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test("should not predict owned inputless", func():
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var input_snapshot := _Snapshot.new(0)
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var state_node := await get_node()
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expect_not(RollbackSimulationServer._is_predicting(input_snapshot, state_node))
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)
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test("should not predict owned with input", func():
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var state_node := await get_node()
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var input_node := await get_node()
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var input_snapshot := _Snapshot.of(1, [[input_node, "name", "Input"]], [input_node])
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RollbackSimulationServer.register_rollback_input_for(state_node, input_node)
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expect_not(RollbackSimulationServer._is_predicting(input_snapshot, state_node))
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)
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)
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define("get_nodes_to_simulate()", func():
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test("should not simulate without input", func():
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var node := RewindableNode.new()
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var input_node := Node.new()
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var server := _RollbackSimulationServer.new()
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server.register(node._rollback_tick)
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server.register_rollback_input_for(node, input_node)
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var snapshot := _Snapshot.new(1)
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expect_empty(server._get_nodes_to_simulate(snapshot))
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)
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test("should simulate with input", func():
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var node := RewindableNode.new()
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var input_node := Node.new()
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var server := _RollbackSimulationServer.new()
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server.register(node._rollback_tick)
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server.register_rollback_input_for(node, input_node)
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var snapshot := _Snapshot.new(1)
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snapshot.set_property(input_node, "editor_description", "Test input node")
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snapshot.set_auth(input_node, true)
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expect_equal(server._get_nodes_to_simulate(snapshot), [node])
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)
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test("should simulate mutated", func():
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var node := RewindableNode.new()
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var input_node := Node.new()
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var server := _RollbackSimulationServer.new()
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server.register(node._rollback_tick)
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server.register_rollback_input_for(node, input_node)
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var snapshot := _Snapshot.new(1)
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NetworkRollback.mutate(node)
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expect_equal(server._get_nodes_to_simulate(snapshot), [node])
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)
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)
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class RewindableNode extends Node:
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func _rollback_tick(_dt, _t, _if) -> void:
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pass
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func get_node() -> Node:
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var node := Node.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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return node
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