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>
129 lines
3.7 KiB
GDScript
129 lines
3.7 KiB
GDScript
extends VestTest
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func get_suite_name() -> String:
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return "NetworkIdentityServer"
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var command_server: TestingCommandServer
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var identity_server: _NetworkIdentityServer
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var node: Node
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var orphan_node: Node
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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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command_server = TestingCommandServer.new()
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identity_server = _NetworkIdentityServer.new(command_server)
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node = Node.new()
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node.name = "Identified Node"
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orphan_node = Node.new()
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Vest.get_tree().root.add_child.call_deferred(node)
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Vest.get_tree().root.add_child.call_deferred(command_server)
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Vest.get_tree().root.add_child.call_deferred(identity_server)
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await node.ready
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await command_server.ready
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await identity_server.ready
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func after_case(__):
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identity_server.queue_free()
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command_server.queue_free()
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node.queue_free()
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orphan_node.queue_free()
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func suite() -> void:
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define("register_node()", func():
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test("should register", func():
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# Register node
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identity_server.register_node(node)
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# Assert for identifier
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var identifier := identity_server._get_identifier_of(node)
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expect_not_null(identifier)
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expect_equal(identifier.get_full_name(), "/root/Identified Node")
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)
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test("should fail on node node in tree", func():
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# Register node
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identity_server.register_node(orphan_node)
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# Assert for identifier
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var identifier := identity_server._get_identifier_of(orphan_node)
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expect_null(identifier)
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)
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)
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define("deregister_node()", func():
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test("should remove known", func():
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# Register node
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identity_server.register_node(node)
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expect_not_null(identity_server._get_identifier_of(node))
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# Deregister
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identity_server.deregister_node(node)
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expect_null(identity_server._get_identifier_of(node))
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)
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test("should do nothing on unknown", func():
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identity_server.deregister_node(orphan_node)
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expect_null(identity_server._get_identifier_of(orphan_node))
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)
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)
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define("flush_queue()", func():
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test("should send ids", func():
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# Register node
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identity_server.register_node(node)
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var identifier := identity_server._get_identifier_of(node)
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var full_name := identifier.get_full_name()
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# Try and resolve some unknown identities
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identity_server._resolve_reference(2, identifier.reference_for(2))
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identity_server._resolve_reference(3, identifier.reference_for(3))
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# Flush queue
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identity_server.flush_queue()
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# Check commands sent
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expect_equal(command_server.commands_sent.size(), 2)
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for i in command_server.commands_sent.size():
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var command := command_server.commands_sent[i]
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expect_equal(command[0], 0) # Command id
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expect_equal(command[2], 2 + i) # Peer
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expect_equal(command[3], MultiplayerPeer.TRANSFER_MODE_RELIABLE)
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)
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)
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define("_resolve_reference()", func():
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test("should return by id", func():
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# Register node
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identity_server.register_node(node)
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var identifier := identity_server._get_identifier_of(node)
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# Resolve
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var reference := _NetworkIdentityReference.of_id(identifier.get_local_id())
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expect_equal(identity_server._resolve_reference(1, reference), identifier)
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)
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test("should return by name", func():
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# Register node
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identity_server.register_node(node)
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var identifier := identity_server._get_identifier_of(node)
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# Resolve
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var reference := _NetworkIdentityReference.of_full_name(identifier.get_full_name())
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expect_equal(identity_server._resolve_reference(1, reference), identifier)
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)
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test("should return null on unknown", func():
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var reference := _NetworkIdentityReference.of_full_name("Unknown Node")
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expect_null(identity_server._resolve_reference(1, reference))
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)
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)
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