M2.1: dedicated server, joining, identity handshake, names, lobby
- Net autoload: headless dedicated server (--server) on UDP 24242 via ENet, server.json preferences (flags override per run, never saved), reserved names in names.json - Identity: RSA-2048 key per install (Godot has no Ed25519), player id = key hash, challenge/response so ids can't be faked; profile with name and limited appearance (tunic, hair, beard) - Server refuses bans, allowlist misses, duplicate logins, bad or taken names, wrong passwords, old protocol versions and a full server, each with a clear reason; first player on a new server becomes admin - Title screen: Profile, Join Game, and a lobby with server info, rules and who's online - test_net_lobby: real headless server + bot processes over UDP (38 checks); --exit-with so test servers never outlive the test
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@@ -4,7 +4,7 @@
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# Usage: tests/run_all.sh (from the repo root; needs `godot` on PATH)
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cd "$(dirname "$0")/.." || exit 1
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status=0
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for t in test_survival_core test_survival_stats test_save_load test_weather_building test_creatures_combat test_wolves test_fishing_diet test_terrain_edges test_boundary; do
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for t in test_survival_core test_survival_stats test_save_load test_weather_building test_creatures_combat test_wolves test_fishing_diet test_net_lobby test_terrain_edges test_boundary; do
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extra=""
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[ "$t" = "test_boundary" ] && extra="--fixed-fps 30"
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# A suite that waits on a world that failed to load would hang forever,
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