Files
tactical-shooter/test/netfox/servers/network-identity-server.perf.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

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()
)
)