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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@@ -36,6 +36,8 @@ godot --headless --path . --script res://tests/test_terrain_edges.gd
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godot --headless --path . --script res://tests/test_survival_core.gd
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# Save/load round trip + world slots (uses user://test_worlds, not your saves)
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godot --headless --path . --script res://tests/test_save_load.gd
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# Multiplayer lobby: a real headless server on UDP 24343 + scripted bot players
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godot --headless --path . --script res://tests/test_net_lobby.gd
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# Survival stats: hunger, warmth, fire fuel, cooking, foraging, death + grave
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godot --headless --path . --script res://tests/test_survival_stats.gd
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```
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