WIP checkpoint: Implement Godot dedicated server scene + player spawning
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## ServerMain - Dedicated server root node.
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## Accepts ENet connections, spawns Player nodes for each peer,
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## and runs the simulation tick loop at 20 Hz.
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extends Node
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## Maximum number of concurrent players.
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const MAX_PLAYERS := 16
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## Server tick rate (Hz).
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const TICK_RATE := 20
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## Tick duration in seconds.
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const TICK_DURATION := 1.0 / TICK_RATE
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## ENet server port.
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const SERVER_PORT := 7777
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## Network peer used for ENet communication.
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var network_peer: ENetMultiplayerPeer
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## Map of peer_id -> Player node.
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var players: Dictionary = {}
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## Current tick counter (server-authoritative).
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var tick: int = 0
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## Whether the server is running.
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var is_running: bool = false
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## Accumulated real time for fixed timestep simulation.
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var accumulator: float = 0.0
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func _ready() -> void:
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# Set this node as the multiplayer authority.
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multiplayer.multiplayer_peer = _create_server_peer()
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multiplayer.server = self
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if network_peer:
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is_running = true
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print("[Server] Started on port %d" % SERVER_PORT)
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else:
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printerr("[Server] Failed to create ENet peer.")
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get_tree().quit(1)
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func _create_server_peer() -> ENetMultiplayerPeer:
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var peer := ENetMultiplayerPeer.new()
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var error := peer.create_server(SERVER_PORT, MAX_PLAYERS)
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if error != OK:
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printerr("[Server] create_server error: %d" % error)
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return ENetMultiplayerPeer()
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return peer
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func _process(delta: float) -> void:
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if not is_running:
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return
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# Handle disconnect events.
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if multiplayer.peer_disconnected.is_connected(_on_peer_disconnected):
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pass # already connected
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# Fixed timestep accumulator.
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accumulator += delta
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while accumulator >= TICK_DURATION:
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accumulator -= TICK_DURATION
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_tick()
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func _tick() -> void:
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"""Main server simulation tick (called at TICK_RATE)."""
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tick += 1
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# Process player inputs and update state.
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for peer_id in players:
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var player: Node = players[peer_id]
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if player and player.has_method("process_server_input"):
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player.process_server_input(tick)
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# Broadcast snapshot to all clients.
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_broadcast_snapshot()
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func _broadcast_snapshot() -> void:
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"""Broadcast the current authoritative state to all connected clients."""
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var snapshot_data := {
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"tick": tick,
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"players": {}
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}
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for peer_id in players:
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var player: Node = players[peer_id]
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if player and player.has_method("get_server_state"):
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snapshot_data.players[peer_id] = player.get_server_state()
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# Send snapshot to all peers except the server itself.
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var peer_ids: Array = multiplayer.get_peers()
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for pid in peer_ids:
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rpc_id(pid, "_receive_snapshot", snapshot_data)
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# Remote: clients receive snapshots.
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@rpc("any_peer", "call_remote", "reliable")
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func _receive_snapshot(snapshot_data: Dictionary) -> void:
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pass # Handled by client scene.
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# --- Connection lifecycle ---
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func _on_peer_connected(peer_id: int) -> void:
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print("[Server] Peer %d connected." % peer_id)
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if players.size() >= MAX_PLAYERS:
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print("[Server] Max players reached. Disconnecting peer %d." % peer_id)
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rpc_id(peer_id, "_kick", "Server is full.")
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return
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# Spawn a Player node for this peer.
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var player := preload("res://scripts/player.tscn").instantiate()
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player.name = "Player_%d" % peer_id
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player.peer_id = peer_id
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add_child(player)
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players[peer_id] = player
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print("[Server] Spawned player node for peer %d." % peer_id)
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func _on_peer_disconnected(peer_id: int) -> void:
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print("[Server] Peer %d disconnected." % peer_id)
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if players.has(peer_id):
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var player: Node = players[peer_id]
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if player.is_inside_tree():
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player.queue_free()
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players.erase(peer_id)
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# --- RPCs ---
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@rpc("any_peer", "call_remote", "reliable")
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func _kick(peer_id: int, reason: String) -> void:
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print("[Server] Kicking peer %d: %s" % [peer_id, reason])
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rpc_id(peer_id, "_disconnect", reason)
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@rpc("call_remote", "reliable")
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func _disconnect(reason: String) -> void:
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print("[Server] Disconnecting: %s" % reason)
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get_tree().quit(0)
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# --- Signal connections ---
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func _enter_tree() -> void:
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multiplayer.peer_connected.connect(_on_peer_connected)
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multiplayer.peer_disconnected.connect(_on_peer_disconnected)
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