Merge pull request 'Address review feedback: Implement Godot dedicated server scene + player spawning' (#51) from agent/3bba30f838d1 into main
This commit was merged in pull request #51.
This commit is contained in:
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63f7b34db8d8cdea90c76aacccf841ec
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::res://::1787259973
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README.md::TextFile::-1::1787146493::0::1::::<><><>0<>0<><>::
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::res://docs/::1787259973
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::res://docs/architecture/::1787259973
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avatar.md::TextFile::-1::1787146493::0::1::::<><><>0<>0<><>::
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content_moderation.md::TextFile::-1::1787146493::0::1::::<><><>0<>0<><>::
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networking.md::TextFile::-1::1787146493::0::1::::<><><>0<>0<><>::
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::res://scenes/::1787259973
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player.tscn::PackedScene::-1::1787259973::0::1::::<><><>0<>0<><>::res://scripts/player_spawner.gd
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server.tscn::PackedScene::-1::1787259973::0::1::::<><><>0<>0<><>::
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::res://scripts/::1787259973
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player_spawner.gd::GDScript::3637338339553764865::1787259973::0::1::::PlayerNode<>CharacterBody3D<><>0<>0<><>::
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server.gd::GDScript::6336910781803684784::1787259973::0::1::::<>Node<><>0<>0<><>::
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[game_view]
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select_mode=0
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[editor_metadata]
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executable_path="/home/daddy/godot/godot"
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[recent_files]
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scenes=["res://scenes/server.tscn"]
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@@ -0,0 +1,5 @@
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[folding]
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node_unfolds=[]
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resource_unfolds=[]
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nodes_folded=[]
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@@ -0,0 +1,9 @@
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list=[{
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"base": &"CharacterBody3D",
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"class": &"PlayerNode",
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"icon": "",
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"is_abstract": false,
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"is_tool": false,
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"language": &"GDScript",
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"path": "res://scripts/player_spawner.gd"
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}]
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Binary file not shown.
@@ -21,6 +21,29 @@ window/size/viewport_width=1920
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window/size/viewport_height=1080
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window/size/viewport_height=1080
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window/stretch/mode="canvas_items"
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window/stretch/mode="canvas_items"
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[input]
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move_forward={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
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]
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}
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move_left={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
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]
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}
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move_right={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
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]
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}
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move_down={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
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]
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}
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[rendering]
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[rendering]
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renderer/rendering_method="gl_compatibility"
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renderer/rendering_method="gl_compatibility"
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://scripts/server.gd" id="1_server"]
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[node name="Server" type="Node"]
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script = ExtResource("1_server")
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://scripts/player_spawner.gd" id="1"]
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[node name="Player" type="CharacterBody3D"]
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script = ExtResource("1")
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class_name PlayerNode
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extends CharacterBody3D
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## PlayerNode - Server-side player entity.
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##
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## Represents a connected player on the server. Handles movement,
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## input processing, and state synchronization.
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# --- Signals ---
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signal health_changed(new_health: int)
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signal player_died(player_node: PlayerNode)
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# --- Constants ---
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const WALK_SPEED := 5.0
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const SPRINT_MULTIPLIER := 1.6
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const JUMP_VELOCITY := 4.5
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const GRAVITY := 9.8
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const MAX_FALL_SPEED := 20.0
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const FRICTION := 8.0
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const AIR_CONTROL := 0.3
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# --- Configurable ---
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@export var walk_speed: float = WALK_SPEED
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@export var sprint_multiplier: float = SPRINT_MULTIPLIER
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@export var jump_velocity: float = JUMP_VELOCITY
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@export var max_fall_speed: float = MAX_FALL_SPEED
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# --- State ---
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@export var max_health: int = 100
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var current_health: int = 0
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var is_alive: bool = true
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var is_sprinting: bool = false
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var peer_id: int = -1
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var player_name: String = ""
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var entity_id: int = 0
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# --- Input buffer ---
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var _input_queue: Array[Dictionary] = []
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var _last_processed_seq: int = -1
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# --- Movement ---
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var _velocity: Vector3 = Vector3.ZERO
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func _ready() -> void:
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current_health = max_health
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velocity = _velocity
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# Start alive
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is_alive = true
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func _physics_process(delta: float) -> void:
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if not is_alive:
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return
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# Process input from queue
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_process_input(delta)
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# Apply gravity
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if not is_on_floor():
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velocity.y -= GRAVITY * delta
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velocity.y = clampf(velocity.y, -max_fall_speed, max_fall_speed)
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# Apply friction on ground
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if is_on_floor():
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var move_dir := Vector2(velocity.x, velocity.z)
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if move_dir.length() > 0.01:
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var friction_factor := clampf(FRICTION * delta, 0.0, 1.0)
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velocity.x = move_dir.normalized().x * move_dir.length() * (1.0 - friction_factor)
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velocity.z = move_dir.normalized().y * move_dir.length() * (1.0 - friction_factor)
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else:
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velocity.x = 0.0
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velocity.z = 0.0
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# Move and slide
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velocity.y = clampf(velocity.y, -max_fall_speed, max_fall_speed)
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move_and_slide()
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# Update visual position (for remote clients via RPC)
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_update_visual_state()
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func _process_input(delta: float) -> void:
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"""Process buffered input from the server's input queue."""
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if _input_queue.is_empty():
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return
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var input_data: Dictionary = _input_queue.pop_front()
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var input_state: Dictionary = input_data.get("input_state", {})
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# Calculate movement direction
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var direction := Vector3.ZERO
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direction.x = input_state.get("move_x", 0.0)
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direction.z = input_state.get("move_z", 0.0)
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# Sprint check
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is_sprinting = input_state.get("sprint", false)
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if direction.length() > 0.01:
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direction = direction.normalized()
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var speed = walk_speed * sprint_multiplier if is_sprinting else walk_speed
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velocity.x = direction.x * speed
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velocity.z = direction.z * speed
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else:
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# On ground, apply friction (handled in physics_process)
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if not is_on_floor():
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velocity.x *= (1.0 - AIR_CONTROL * delta * 5.0)
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velocity.z *= (1.0 - AIR_CONTROL * delta * 5.0)
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# Jump
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if input_state.get("jump", false) and is_on_floor():
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velocity.y = jump_velocity
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func take_damage(amount: int, source_id: int) -> Dictionary:
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"""Take damage and return result dict."""
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if not is_alive:
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return {"success": false, "reason": "already_dead"}
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current_health = max(0, current_health - amount)
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health_changed.emit(current_health)
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if current_health <= 0:
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die()
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return {"success": true, "health": 0, "dead": true}
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return {"success": true, "health": current_health}
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func die() -> void:
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"""Handle player death."""
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is_alive = false
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velocity = Vector3.ZERO
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player_died.emit(self)
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# Respawn after delay
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await get_tree().create_timer(3.0).timeout
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respawn()
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func respawn() -> void:
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"""Respawn the player at spawn point."""
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current_health = max_health
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is_alive = true
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velocity = Vector3.ZERO
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health_changed.emit(current_health)
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# Move to spawn point (default: origin)
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position = Vector3.ZERO
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func set_input_queue(inputs: Array[Dictionary]) -> void:
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"""Set the input queue from the server."""
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_input_queue = inputs
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func get_state() -> Dictionary:
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"""Get current player state for replication."""
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return {
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"entity_id": entity_id,
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"peer_id": peer_id,
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"position": position,
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"rotation": rotation,
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"health": current_health,
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"max_health": max_health,
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"is_alive": is_alive,
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"is_sprinting": is_sprinting,
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}
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func get_server_state() -> Dictionary:
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"""Get current player state for server snapshot broadcast."""
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return get_state()
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func process_server_input(tick: int) -> void:
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"""Called by server tick to process buffered input."""
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# This is called from the server's _tick loop.
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# The input queue is populated by RPCs from clients.
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pass
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func _update_visual_state() -> void:
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"""Update visual state (for remote interpolation)."""
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# In a full implementation, this would update a remote player's
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# visual representation. For now, the node itself is the authority.
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pass
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# --- RPCs ---
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@rpc("any_peer", "call_remote", "reliable")
|
||||||
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func rpc_request_input(input_state: Dictionary, seq: int) -> void:
|
||||||
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"""Receive input from client."""
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if not is_alive:
|
||||||
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return
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||||||
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# Store for processing in _physics_process
|
||||||
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_input_queue.append({
|
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"input_state": input_state,
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"seq": seq,
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"timestamp": Time.get_ticks_msec(),
|
||||||
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})
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||||||
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|
||||||
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|
||||||
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@rpc("any_peer", "call_remote", "reliable")
|
||||||
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func rpc_request_interact(target_id: int) -> void:
|
||||||
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"""Handle interaction request from client."""
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||||||
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if not is_alive:
|
||||||
|
return
|
||||||
|
# TODO: Implement interaction logic
|
||||||
|
print("Player %d interacted with entity %d" % [peer_id, target_id])
|
||||||
|
|
||||||
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|
||||||
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@rpc("any_peer", "call_remote", "reliable")
|
||||||
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func rpc_request_attack(target_id: int, aim_dir: Vector3) -> void:
|
||||||
|
"""Handle attack request from client."""
|
||||||
|
if not is_alive:
|
||||||
|
return
|
||||||
|
# TODO: Implement attack logic
|
||||||
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print("Player %d attacked entity %d with aim %s" % [peer_id, target_id, aim_dir])
|
||||||
|
|
||||||
|
|
||||||
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@rpc("authority", "call_remote", "reliable")
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||||||
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func rpc_set_position(pos: Vector3) -> void:
|
||||||
|
"""Server authoritative position update."""
|
||||||
|
position = pos
|
||||||
|
|
||||||
|
|
||||||
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@rpc("authority", "call_remote", "reliable")
|
||||||
|
func rpc_set_rotation(rot: Vector3) -> void:
|
||||||
|
"""Server authoritative rotation update."""
|
||||||
|
rotation = rot
|
||||||
@@ -0,0 +1 @@
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|||||||
|
uid://br27owjh2f5xd
|
||||||
@@ -0,0 +1,174 @@
|
|||||||
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## ServerMain - Dedicated server root node.
|
||||||
|
## Accepts ENet connections, spawns Player nodes for each peer,
|
||||||
|
## and runs the simulation tick loop at 20 Hz.
|
||||||
|
extends Node
|
||||||
|
|
||||||
|
|
||||||
|
## Maximum number of concurrent players.
|
||||||
|
const MAX_PLAYERS := 16
|
||||||
|
|
||||||
|
## Server tick rate (Hz).
|
||||||
|
const TICK_RATE := 20
|
||||||
|
|
||||||
|
## Tick duration in seconds.
|
||||||
|
const TICK_DURATION := 1.0 / TICK_RATE
|
||||||
|
|
||||||
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## ENet server port.
|
||||||
|
const SERVER_PORT := 7777
|
||||||
|
|
||||||
|
## Network peer used for ENet communication.
|
||||||
|
var network_peer: ENetMultiplayerPeer
|
||||||
|
|
||||||
|
## Map of peer_id -> Player node.
|
||||||
|
var players: Dictionary = {}
|
||||||
|
|
||||||
|
## Current tick counter (server-authoritative).
|
||||||
|
var tick: int = 0
|
||||||
|
|
||||||
|
## Whether the server is running.
|
||||||
|
var is_running: bool = false
|
||||||
|
|
||||||
|
## Accumulated real time for fixed timestep simulation.
|
||||||
|
var accumulator: float = 0.0
|
||||||
|
|
||||||
|
## Player scene resource (loaded once).
|
||||||
|
var _player_scene: PackedScene
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
# Preload the player scene once.
|
||||||
|
_player_scene = preload("res://scenes/server_player.tscn")
|
||||||
|
|
||||||
|
# Create and assign the ENet server peer.
|
||||||
|
network_peer = _create_server_peer()
|
||||||
|
if network_peer:
|
||||||
|
multiplayer.multiplayer_peer = network_peer
|
||||||
|
is_running = true
|
||||||
|
print("[Server] Started on port %d" % SERVER_PORT)
|
||||||
|
else:
|
||||||
|
printerr("[Server] Failed to create ENet peer.")
|
||||||
|
get_tree().quit(1)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Server creation
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _create_server_peer() -> ENetMultiplayerPeer:
|
||||||
|
var peer := ENetMultiplayerPeer.new()
|
||||||
|
var error := peer.create_server(SERVER_PORT, MAX_PLAYERS)
|
||||||
|
if error != OK:
|
||||||
|
printerr("[Server] create_server error: %d" % error)
|
||||||
|
return null
|
||||||
|
return peer
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Fixed-timestep simulation loop
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _process(delta: float) -> void:
|
||||||
|
if not is_running:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Fixed timestep accumulator.
|
||||||
|
accumulator += delta
|
||||||
|
while accumulator >= TICK_DURATION:
|
||||||
|
accumulator -= TICK_DURATION
|
||||||
|
_tick()
|
||||||
|
|
||||||
|
|
||||||
|
func _tick() -> void:
|
||||||
|
"""Main server simulation tick (called at TICK_RATE)."""
|
||||||
|
tick += 1
|
||||||
|
|
||||||
|
# Process player inputs and update state.
|
||||||
|
for peer_id in players:
|
||||||
|
var player: Node3D = players[peer_id]
|
||||||
|
if player and player.has_method("process_server_input"):
|
||||||
|
player.process_server_input(tick)
|
||||||
|
|
||||||
|
# Broadcast snapshot to all clients.
|
||||||
|
_broadcast_snapshot()
|
||||||
|
|
||||||
|
|
||||||
|
func _broadcast_snapshot() -> void:
|
||||||
|
"""Broadcast the current authoritative state to all connected clients."""
|
||||||
|
var snapshot_data := {
|
||||||
|
"tick": tick,
|
||||||
|
"players": {},
|
||||||
|
}
|
||||||
|
|
||||||
|
for peer_id in players:
|
||||||
|
var player: Node3D = players[peer_id]
|
||||||
|
if player and player.has_method("get_server_state"):
|
||||||
|
snapshot_data.players[peer_id] = player.get_server_state()
|
||||||
|
|
||||||
|
# Send snapshot to all peers except the server itself (peer_id == 1).
|
||||||
|
var peer_ids: Array = multiplayer.get_peers()
|
||||||
|
for pid in peer_ids:
|
||||||
|
if pid == 1: # 1 is the server itself
|
||||||
|
continue
|
||||||
|
rpc_id(pid, "_receive_snapshot", snapshot_data)
|
||||||
|
|
||||||
|
|
||||||
|
# Remote: clients receive snapshots.
|
||||||
|
@rpc("any_peer", "call_remote", "reliable")
|
||||||
|
func _receive_snapshot(snapshot_data: Dictionary) -> void:
|
||||||
|
pass # Handled by client scene.
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Connection lifecycle
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _on_peer_connected(peer_id: int) -> void:
|
||||||
|
print("[Server] Peer %d connected." % peer_id)
|
||||||
|
|
||||||
|
if players.size() >= MAX_PLAYERS:
|
||||||
|
print("[Server] Max players reached. Disconnecting peer %d." % peer_id)
|
||||||
|
rpc_id(peer_id, "_kick", "Server is full.")
|
||||||
|
return
|
||||||
|
|
||||||
|
# Spawn a Player node for this peer.
|
||||||
|
var player: Node3D = _player_scene.instantiate()
|
||||||
|
player.name = "Player_%d" % peer_id
|
||||||
|
player.peer_id = peer_id
|
||||||
|
add_child(player)
|
||||||
|
players[peer_id] = player
|
||||||
|
|
||||||
|
print("[Server] Spawned player node for peer %d." % peer_id)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_peer_disconnected(peer_id: int) -> void:
|
||||||
|
print("[Server] Peer %d disconnected." % peer_id)
|
||||||
|
if players.has(peer_id):
|
||||||
|
var player: Node3D = players[peer_id]
|
||||||
|
if player.is_inside_tree():
|
||||||
|
player.queue_free()
|
||||||
|
players.erase(peer_id)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# RPCs
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
@rpc("any_peer", "call_remote", "reliable")
|
||||||
|
func _kick(reason: String) -> void:
|
||||||
|
print("[Server] Kicking caller: %s" % reason)
|
||||||
|
rpc_id(multiplayer.get_remote_sender_id(), "_disconnect", reason)
|
||||||
|
|
||||||
|
|
||||||
|
@rpc("call_remote", "reliable")
|
||||||
|
func _disconnect(reason: String) -> void:
|
||||||
|
print("[Server] Disconnecting: %s" % reason)
|
||||||
|
get_tree().quit(0)
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Signal connections
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _enter_tree() -> void:
|
||||||
|
multiplayer.peer_connected.connect(_on_peer_connected)
|
||||||
|
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://cwjv826lva2gi
|
||||||
Reference in New Issue
Block a user