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
657 B
Plaintext
23 lines
657 B
Plaintext
var __gutdbl_values = {
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thepath = '{path}',
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subpath = '{subpath}',
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stubber = {stubber_id},
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spy = {spy_id},
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gut = {gut_id},
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singleton_name = '{singleton_name}',
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singleton = {singleton_id},
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is_partial = {is_partial},
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doubled_methods = {doubled_methods},
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}
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var __gutdbl = load('res://addons/gut/double_tools.gd').new(self)
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# Here so other things can check for a method to know if this is a double.
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func __gutdbl_check_method__():
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pass
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# Cleanup called by GUT after tests have finished. Important for RefCounted
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# objects. Nodes are freed, and won't have this method called on them.
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func __gutdbl_done():
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__gutdbl = null
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__gutdbl_values.clear()
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