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>
58 lines
1.9 KiB
GDScript
58 lines
1.9 KiB
GDScript
extends VestTest
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func get_suite_name() -> String:
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return "PropertyConfig"
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const LOCAL_PEER := 1
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const REMOTE_PEER := 2
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func suite():
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var local_node := SnapshotFixtures.state_node()
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var remote_node := SnapshotFixtures.state_node()
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remote_node.set_multiplayer_authority(REMOTE_PEER)
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test("should get locally owned properties", func():
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var properties := SnapshotFixtures.state_propery_entries(local_node)
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var config := _PropertyConfig.new()
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config.set_properties(properties)
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config.local_peer_id = LOCAL_PEER
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expect_equal(config.get_owned_properties(), properties)
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expect_equal(config.get_properties_owned_by(LOCAL_PEER), properties)
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expect_empty(config.get_properties_owned_by(REMOTE_PEER))
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)
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test("should get remote owned properties", func():
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var properties := SnapshotFixtures.state_propery_entries(remote_node)
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var config := _PropertyConfig.new()
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config.set_properties(properties)
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config.local_peer_id = REMOTE_PEER
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expect_equal(config.get_properties_owned_by(REMOTE_PEER), properties)
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expect_empty(config.get_properties_owned_by(LOCAL_PEER))
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)
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test("should get remote owned properties after ownership change", func():
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var properties := SnapshotFixtures.state_properties()
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var cache := PropertyCache.new(remote_node)
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var config := _PropertyConfig.new()
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config.set_properties_from_paths(SnapshotFixtures.state_properties(), cache)
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config.local_peer_id = LOCAL_PEER
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expect_empty(config.get_owned_properties())
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# Update ownership
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remote_node.set_multiplayer_authority(1)
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config.set_properties_from_paths(SnapshotFixtures.state_properties(), cache)
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# Convert to a list of property paths for easier comparison
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var owned_properties := config.get_owned_properties()\
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.map(func(it): return str(it))
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expect_equal(owned_properties, properties)
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)
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on_finish.connect(func():
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local_node.queue_free()
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remote_node.queue_free()
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)
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