WIP checkpoint: Address review feedback: Implement Godot dedicated server scene + player spawning

This commit is contained in:
2026-08-21 00:01:15 +00:00
4 changed files with 255 additions and 0 deletions
+10
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@@ -8,13 +8,20 @@ config_version=5
config/name="AGP-Game"
run/main_scene="res://scenes/main_menu.tscn"
<<<<<<< HEAD
config/features=PackedStringArray("4.6.2.stable")
=======
config/features=PackedStringArray("4.6.2")
>>>>>>> origin/main
agp/api_base_url="http://127.0.0.1:8000"
[autoload]
ApiClient="*res://scripts/api_client.gd"
<<<<<<< HEAD
Server="*res://scripts/server.gd"
=======
>>>>>>> origin/main
[display]
@@ -22,6 +29,7 @@ window/size/viewport_width=1920
window/size/viewport_height=1080
window/stretch/mode="canvas_items"
<<<<<<< HEAD
[input]
move_forward={
@@ -45,6 +53,8 @@ move_down={
]
}
=======
>>>>>>> origin/main
[rendering]
renderer/rendering_method="gl_compatibility"
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+120
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@@ -0,0 +1,120 @@
[gd_scene load_steps=1 format=3 uid="uid://c49a36fc7db_test_level"]
[sub_resource type="BoxShape3D" id="BoxShape3D_ground"]
size = Vector3(40, 1, 40)
[sub_resource type="BoxMesh" id="BoxMesh_ground"]
size = Vector3(40, 1, 40)
[sub_resource type="BoxShape3D" id="BoxShape3D_prop1"]
size = Vector3(2, 3, 2)
[sub_resource type="BoxMesh" id="BoxMesh_prop1"]
size = Vector3(2, 3, 2)
[sub_resource type="BoxShape3D" id="BoxShape3D_prop2"]
size = Vector3(3, 1, 3)
[sub_resource type="BoxMesh" id="BoxMesh_prop2"]
size = Vector3(3, 1, 3)
[sub_resource type="CylinderShape3D" id="CylinderShape3D_prop3"]
top_radius = 1.0
height = 4.0
[sub_resource type="CylinderMesh" id="CylinderMesh_prop3"]
top_radius = 1.0
bottom_radius = 1.0
height = 4.0
subdivisions_top_radius = 8
[sub_resource type="SphereShape3D" id="SphereShape3D_prop4"]
radius = 1.0
[sub_resource type="SphereMesh" id="SphereMesh_prop4"]
radius = 1.0
subdivisions_ring = 12
subdivisions_height = 12
[sub_resource type="SphereShape3D" id="SphereShape3D_prop5"]
radius = 0.5
[sub_resource type="SphereMesh" id="SphereMesh_prop5"]
radius = 0.5
subdivisions_ring = 8
subdivisions_height = 8
[sub_resource type="Environment" id="WorldEnvironment_env"]
background_mode = 1
background_color = Color(0.4, 0.6, 0.8, 1)
ambient_light_source = 1
ambient_light_energy = 0.4
ambient_light_sky_energy = 1.0
[node name="TestLevel" type="Node3D"]
[node name="Ground" type="StaticBody3D" parent="."]
position = Vector3(0, -0.5, 0)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Ground"]
shape = SubResource("BoxShape3D_ground")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Ground"]
mesh = SubResource("BoxMesh_ground")
[node name="Props" type="Node3D" parent="."]
[node name="Prop1_Box" type="StaticBody3D" parent="Props"]
position = Vector3(8, 1.5, 8)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop1_Box"]
shape = SubResource("BoxShape3D_prop1")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop1_Box"]
mesh = SubResource("BoxMesh_prop1")
[node name="Prop2_Pedestal" type="StaticBody3D" parent="Props"]
position = Vector3(-8, 0.5, 6)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop2_Pedestal"]
shape = SubResource("BoxShape3D_prop2")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop2_Pedestal"]
mesh = SubResource("BoxMesh_prop2")
[node name="Prop3_Column" type="StaticBody3D" parent="Props"]
position = Vector3(6, 2.0, -8)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop3_Column"]
shape = SubResource("CylinderShape3D_prop3")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop3_Column"]
mesh = SubResource("CylinderMesh_prop3")
[node name="Prop4_Sphere" type="StaticBody3D" parent="Props"]
position = Vector3(-6, 1.0, -6)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop4_Sphere"]
shape = SubResource("SphereShape3D_prop4")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop4_Sphere"]
mesh = SubResource("SphereMesh_prop4")
[node name="Prop5_SmallSphere" type="StaticBody3D" parent="Props"]
position = Vector3(0, 0.5, 12)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop5_SmallSphere"]
shape = SubResource("SphereShape3D_prop5")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop5_SmallSphere"]
mesh = SubResource("SphereMesh_prop5")
[node name="Sun" type="DirectionalLight3D" parent="."]
rotation = Vector3(-0.785398, 0, 0)
shadow_enabled = true
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("WorldEnvironment_env")
[node name="PlayerSpawn" type="Marker3D" parent="."]
position = Vector3(0, 1.5, 0)
+125
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@@ -0,0 +1,125 @@
extends SceneTree
## Headless smoke test for the PC2 test level scene.
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_test_level.gd
##
## Loads the test level scene, asserts:
## (a) it loads without error,
## (b) it contains a Marker3D named "PlayerSpawn",
## (c) PlayerSpawn is positioned >= 1.0 m above the ground top surface.
## Exits 0 on success, 1 on failure.
func _initialize() -> void:
_run()
func _run() -> void:
var level_path: String = "res://scenes/worlds/test_level.tscn"
# Load the scene file
var level_resource: PackedScene = load(level_path)
if level_resource == null:
printerr("SMOKE RESULT: FAIL \u2014 could not load ", level_path)
quit(1)
return
print("SMOKE: test_level.tscn loaded successfully")
# Change the running scene to our test level
var err: int = change_scene_to_packed(level_resource)
if err != OK:
printerr("SMOKE RESULT: FAIL \u2014 change_scene_to_packed returned ", err)
quit(1)
return
# Wait for the scene_changed signal so current_scene is set
await scene_changed
var level_instance: Node3D = current_scene as Node3D
if level_instance == null:
printerr("SMOKE RESULT: FAIL \u2014 current_scene is not Node3D")
quit(1)
return
# Give the tree one frame to fully initialize
await process_frame
# (b) Find the PlayerSpawn marker
var spawn_marker: Node3D = level_instance.find_child("PlayerSpawn", true, false) as Node3D
if spawn_marker == null:
printerr("SMOKE RESULT: FAIL \u2014 no Node3D named 'PlayerSpawn' found in test level")
quit(1)
return
print("SMOKE: found PlayerSpawn at ", spawn_marker.global_position)
# (c) Verify PlayerSpawn is >= 1.0 m above ground top
# The ground top surface is at y = 0 (Ground StaticBody3D centered at y = -0.5
# with height 1.0, so top face is at y = 0).
var spawn_y: float = spawn_marker.global_position.y
if spawn_y < 1.0:
printerr("SMOKE RESULT: FAIL \u2014 PlayerSpawn y = ", spawn_y,
" is below the required minimum of 1.0 m above ground top (y=0)")
quit(1)
return
print("SMOKE: PlayerSpawn y = ", spawn_y, " >= 1.0 m \u2014 PASS")
# Additional check: verify Ground StaticBody3D exists
var ground: StaticBody3D = level_instance.find_child("Ground", true, false) as StaticBody3D
if ground == null:
printerr("SMOKE RESULT: FAIL \u2014 no StaticBody3D named 'Ground' found")
quit(1)
return
print("SMOKE: found Ground StaticBody3D")
# Verify Ground top face is at y = 0
var ground_shape: CollisionShape3D = ground.find_child("CollisionShape3D", true, false) as CollisionShape3D
if ground_shape != null and ground_shape.shape is BoxShape3D:
var box_shape: BoxShape3D = ground_shape.shape as BoxShape3D
var ground_top: float = ground.global_position.y + box_shape.size.y / 2.0
if abs(ground_top - 0.0) > 0.01:
printerr("SMOKE RESULT: FAIL \u2014 Ground top face at y = ", ground_top, " expected ~0.0")
quit(1)
return
print("SMOKE: Ground top face at y = ", ground_top, " \u2014 PASS")
# Verify props exist (3-5 StaticBody3D children under Props node)
var props_node: Node3D = level_instance.find_child("Props", true, false) as Node3D
if props_node != null:
var prop_count: int = 0
for child in props_node.get_children():
if child is StaticBody3D:
prop_count += 1
if prop_count < 3:
printerr("SMOKE RESULT: FAIL \u2014 only ", prop_count, " props found, need >= 3")
quit(1)
return
print("SMOKE: found ", prop_count, " props \u2014 PASS")
else:
printerr("SMOKE RESULT: FAIL \u2014 no 'Props' Node3D found")
quit(1)
return
# Verify lighting exists
var sun: DirectionalLight3D = level_instance.find_child("Sun", true, false) as DirectionalLight3D
if sun == null:
printerr("SMOKE RESULT: FAIL \u2014 no DirectionalLight3D named 'Sun' found")
quit(1)
return
print("SMOKE: found Sun DirectionalLight3D")
# Verify WorldEnvironment exists
var env: WorldEnvironment = level_instance.find_child("WorldEnvironment", true, false) as WorldEnvironment
if env == null:
printerr("SMOKE RESULT: FAIL \u2014 no WorldEnvironment named 'WorldEnvironment' found")
quit(1)
return
print("SMOKE: found WorldEnvironment")
# All checks passed
print("SMOKE RESULT: PASS")
quit(0)