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
This commit is contained in:
@@ -0,0 +1,15 @@
|
||||
---
|
||||
description: Run the full verification chain (parse check, tests, end-to-end smoke)
|
||||
---
|
||||
|
||||
Run all three, in order, and stop at the first failure:
|
||||
|
||||
1. `tools/check.sh` — parse-checks every script
|
||||
2. `tools/test.sh` — GUT suite
|
||||
3. `tools/smoke.sh` — real server plus two bot clients over ENet
|
||||
|
||||
Report the outcome of each plainly. If the smoke test fails, its output includes
|
||||
the tails of the server and client logs — read them before guessing.
|
||||
|
||||
Skip step 3 only if the change touched nothing under `src/net/`, `src/sim/`,
|
||||
`src/instances/` or `src/autoload/`, and say that you skipped it and why.
|
||||
Reference in New Issue
Block a user