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

129 lines
3.7 KiB
GDScript

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