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
23 lines
681 B
Bash
Executable File
23 lines
681 B
Bash
Executable File
#!/usr/bin/env bash
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# The one check that needs a real socket: boot a dedicated server, connect two
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# bot clients over ENet, and assert the whole loop happened. ~35s, so it runs
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# on push rather than every commit.
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#
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# Skip deliberately (e.g. pushing docs-only or WIP) with:
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# SKIP_SMOKE_HOOK=1 git push
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set -uo pipefail
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cd "$(git rev-parse --show-toplevel)"
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if [[ "${SKIP_SMOKE_HOOK:-0}" == "1" ]]; then
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echo "pre-push: SKIP_SMOKE_HOOK=1, skipping smoke test"
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exit 0
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fi
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echo "pre-push: running tools/smoke.sh..."
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if ! tools/smoke.sh; then
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echo
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echo "pre-push FAILED: end-to-end smoke test did not pass."
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echo "Push anyway with: SKIP_SMOKE_HOOK=1 git push"
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exit 1
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fi
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