WIP checkpoint: Implement Godot dedicated server scene + player spawning

This commit is contained in:
2026-08-17 18:15:38 +00:00
parent 11e812cb6b
commit 37a311b0c5
3 changed files with 45 additions and 28 deletions
+38 -20
View File
@@ -3,6 +3,7 @@
## and runs the simulation tick loop at 20 Hz.
extends Node
## Maximum number of concurrent players.
const MAX_PLAYERS := 16
@@ -30,13 +31,18 @@ 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:
# Set this node as the multiplayer authority.
multiplayer.multiplayer_peer = _create_server_peer()
multiplayer.server = self
# Preload the player scene once.
_player_scene = preload("res://scenes/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:
@@ -44,23 +50,27 @@ func _ready() -> void:
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 ENetMultiplayerPeer()
return null
return peer
# ---------------------------------------------------------------------------
# Fixed-timestep simulation loop
# ---------------------------------------------------------------------------
func _process(delta: float) -> void:
if not is_running:
return
# Handle disconnect events.
if multiplayer.peer_disconnected.is_connected(_on_peer_disconnected):
pass # already connected
# Fixed timestep accumulator.
accumulator += delta
while accumulator >= TICK_DURATION:
@@ -74,7 +84,7 @@ func _tick() -> void:
# Process player inputs and update state.
for peer_id in players:
var player: Node = players[peer_id]
var player: Node3D = players[peer_id]
if player and player.has_method("process_server_input"):
player.process_server_input(tick)
@@ -86,17 +96,19 @@ func _broadcast_snapshot() -> void:
"""Broadcast the current authoritative state to all connected clients."""
var snapshot_data := {
"tick": tick,
"players": {}
"players": {},
}
for peer_id in players:
var player: Node = players[peer_id]
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.
# 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)
@@ -106,7 +118,9 @@ func _receive_snapshot(snapshot_data: Dictionary) -> void:
pass # Handled by client scene.
# --- Connection lifecycle ---
# ---------------------------------------------------------------------------
# Connection lifecycle
# ---------------------------------------------------------------------------
func _on_peer_connected(peer_id: int) -> void:
print("[Server] Peer %d connected." % peer_id)
@@ -117,7 +131,7 @@ func _on_peer_connected(peer_id: int) -> void:
return
# Spawn a Player node for this peer.
var player := preload("res://scripts/player.tscn").instantiate()
var player: Node3D = _player_scene.instantiate()
player.name = "Player_%d" % peer_id
player.peer_id = peer_id
add_child(player)
@@ -129,18 +143,20 @@ func _on_peer_connected(peer_id: int) -> void:
func _on_peer_disconnected(peer_id: int) -> void:
print("[Server] Peer %d disconnected." % peer_id)
if players.has(peer_id):
var player: Node = players[peer_id]
var player: Node3D = players[peer_id]
if player.is_inside_tree():
player.queue_free()
players.erase(peer_id)
# --- RPCs ---
# ---------------------------------------------------------------------------
# RPCs
# ---------------------------------------------------------------------------
@rpc("any_peer", "call_remote", "reliable")
func _kick(peer_id: int, reason: String) -> void:
print("[Server] Kicking peer %d: %s" % [peer_id, reason])
rpc_id(peer_id, "_disconnect", reason)
func _kick(reason: String) -> void:
print("[Server] Kicking caller: %s" % reason)
rpc_id(get_rpc_sender_id(), "_disconnect", reason)
@rpc("call_remote", "reliable")
@@ -149,7 +165,9 @@ func _disconnect(reason: String) -> void:
get_tree().quit(0)
# --- Signal connections ---
# ---------------------------------------------------------------------------
# Signal connections
# ---------------------------------------------------------------------------
func _enter_tree() -> void:
multiplayer.peer_connected.connect(_on_peer_connected)