c4beeae38f
Top-down twin-stick bullet-hell, Godot 4.7, server-authoritative dedicated server with client-side prediction. Clients send input only; the server resolves every hit for both players and enemies (no PvP). - SimWorld: whole simulation as plain RefCounted objects (no nodes, no physics server), ~0.24ms/tick at peak load -- runs headless for free and drives 78 tests in under a second - BulletPool: struct-of-arrays bullet storage, replicated as spawn/despawn events rather than per-tick state - Emitter framework (Ring/AimedSpread/WallGap/ArcSweep) shared by trash enemies and bosses -- a new boss is data in src/content/content.gd, no simulation changes - The Warden of the Fold: stationary 4-phase boss built entirely on that format - Lobby hub with a portal into on-demand dungeon instances; one process hosts the hub plus every concurrent dungeon - Emergency escape: 3s server-owned channel, cancelled by damage - tools/check.sh, test.sh (GUT), smoke.sh (real server + bot clients over ENet), bench.gd; git hooks wired to the same scripts - docs/ARCHITECTURE.md, NETCODE.md, WORKFLOW.md, ROADMAP.md
31 lines
823 B
YAML
31 lines
823 B
YAML
name: ci
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on:
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push:
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pull_request:
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jobs:
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verify:
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runs-on: ubuntu-latest
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# Image ships the Godot 4 headless binary as `godot`.
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container:
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image: barichello/godot-ci:4.7.2
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steps:
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- uses: actions/checkout@v4
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# Populates .godot/, including the global script class cache. Every later
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# step depends on this; without it every class_name looks undeclared.
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- name: Import project
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run: godot --headless --path . --import
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- name: Parse check
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run: SKIP_IMPORT=1 tools/check.sh
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- name: Unit and integration tests
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run: SKIP_IMPORT=1 tools/test.sh
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# The only step that exercises RPC wiring, the wire codec and instance
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# transfers. Uses a real ENet socket on loopback.
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- name: End-to-end smoke test
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run: tools/smoke.sh
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