Files
tactical-shooter/test/netfox/rewindable-action.test.gd
T
shawn b0c83af092 Fresh start: replace with naxIO/netfox-cs-sample foundation
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>
2026-07-02 20:55:20 -04:00

35 lines
1.0 KiB
GDScript

extends VestTest
func get_suite_name():
return "RewindableAction"
var rewindable_action: RewindableAction
func before_case(__) -> void:
rewindable_action = RewindableAction.new()
# TODO(vest): Some good way to add nodes to the tree
await NetworkTime.get_tree().process_frame
NetworkTime.get_tree().root.add_child(rewindable_action)
func after_case(__) -> void:
rewindable_action.free()
func test_should_empty_queue_after_loop():
# Run as client
rewindable_action.set_multiplayer_authority(2)
# Prepare changes
var tickset := _Set.of([0])
var data := _TicksetSerializer.serialize(0, 4, tickset)
NetworkMocks.set_tick(4, 4)
# Run first loop
rewindable_action._submit_state(data) # Server sends data
NetworkMocks.run_network_tick_loop()
expect(rewindable_action.has_confirmed(), "RewindableAction was not confirmed!")
# Run second loop
rewindable_action._submit_state(data) # Server sends data again
NetworkMocks.run_network_tick_loop()
expect_not(rewindable_action.has_confirmed(), "RewindableAction was redundantly confirmed!")