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>
67 lines
2.1 KiB
GDScript
67 lines
2.1 KiB
GDScript
extends VestTest
|
|
|
|
func get_suite_name() -> String:
|
|
return "NetworkIdentityServer"
|
|
|
|
var command_server: _NetworkCommandServer
|
|
var identity_server: _NetworkIdentityServer
|
|
|
|
func before_case(__):
|
|
# Makes sure local peer is 1, otherwise identifiers get random local IDs
|
|
Vest.get_tree().root.multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()
|
|
|
|
command_server = _NetworkCommandServer.new()
|
|
identity_server = _NetworkIdentityServer.new(command_server)
|
|
|
|
Vest.get_tree().root.add_child.call_deferred(command_server)
|
|
Vest.get_tree().root.add_child.call_deferred(identity_server)
|
|
|
|
await command_server.ready
|
|
await identity_server.ready
|
|
|
|
func after_case(__):
|
|
identity_server.queue_free()
|
|
command_server.queue_free()
|
|
|
|
func suite() -> void:
|
|
define("resolve_reference()", func():
|
|
# 6.04us/7.08us, 26.75us/32.29us, 211.05us/240.66us, 4.55ms/4.35ms
|
|
# ??/3.69us, ??/3.74us, ??/3.81us, ??/3.99us
|
|
# 2.73us/3.63us, 2.73us/3.72us, 2.68us/3.68us, 2.91us/3.95us
|
|
for case in [[16, 512], [128, 512], [1024, 512], [16384, 512]]:
|
|
var count := case[0] as int
|
|
var batch := case[1] as int
|
|
|
|
# Run benchmarks
|
|
test("resolve %d nodes" % count, func():
|
|
# Setup nodes
|
|
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)
|
|
|
|
# Wait for nodes to be in tree and register
|
|
for node in nodes:
|
|
await node.ready
|
|
identity_server.register_node(node)
|
|
|
|
benchmark("resolve by ID", func(__):
|
|
var id := (randi() % count) as int
|
|
var reference := _NetworkIdentityReference.of_id(id)
|
|
identity_server._resolve_reference(1, reference, false)
|
|
).with_batch_size(batch).with_duration(1.).run()
|
|
|
|
benchmark("resolve by name", func(__):
|
|
var id := (randi() % count) as int
|
|
var reference := _NetworkIdentityReference.of_full_name("/root/Node %d" % id)
|
|
identity_server._resolve_reference(1, reference, false)
|
|
).with_batch_size(batch).with_duration(1.).run()
|
|
|
|
# Free nodes
|
|
for node in nodes:
|
|
node.queue_free()
|
|
)
|
|
)
|