WIP checkpoint: Implement Godot dedicated server scene + player spawning

This commit is contained in:
2026-08-17 16:59:27 +00:00
committed by architect-bot
parent b650572426
commit c5d2eb6bd2
3 changed files with 382 additions and 0 deletions
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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/player_node.gd" id="1"]
[node name="Player" type="Node3D"]
script = ExtResource("1")
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extends CharacterBody3D
## PlayerNode - Server-side player entity.
##
## Represents a connected player on the server. Handles movement,
## input processing, and state synchronization.
class_name PlayerNode
# --- Signals ---
signal health_changed(new_health: int)
signal player_died(player_node: PlayerNode)
# --- Constants ---
const WALK_SPEED := 5.0
const SPRINT_MULTIPLIER := 1.6
const JUMP_VELOCITY := 4.5
const GRAVITY := 9.8
const MAX_FALL_SPEED := 20.0
const FRICTION := 8.0
const AIR_CONTROL := 0.3
# --- Configurable ---
@export var walk_speed: float = WALK_SPEED
@export var sprint_multiplier: float = SPRINT_MULTIPLIER
@export var jump_velocity: float = JUMP_VELOCITY
@export var max_fall_speed: float = MAX_FALL_SPEED
# --- State ---
@export var max_health: int = 100
var current_health: int = 0
var is_alive: bool = true
var is_sprinting: bool = false
var peer_id: int = -1
var player_name: String = ""
var entity_id: int = 0
# --- Input buffer ---
var _input_queue: Array[Dictionary] = []
var _last_processed_seq: int = -1
# --- Movement ---
var _velocity: Vector3 = Vector3.ZERO
func _ready() -> void:
current_health = max_health
velocity = _velocity
# Start alive
is_alive = true
func _physics_process(delta: float) -> void:
if not is_alive:
return
# Process input from queue
_process_input(delta)
# Apply gravity
if not is_on_floor():
velocity.y -= GRAVITY * delta
velocity.y = clampf(velocity.y, -max_fall_speed, max_fall_speed)
# Apply friction on ground
if is_on_floor():
var move_dir = velocity.xz
if move_dir.length() > 0.01:
var friction_factor = clampf(FRICTION * delta, 0.0, 1.0)
velocity.xz = move_dir.normalized() * move_dir.length() * (1.0 - friction_factor)
else:
velocity.xz = Vector2.ZERO
# Move and slide
velocity.y = clampf(velocity.y, -max_fall_speed, max_fall_speed)
move_and_slide()
# Update visual position (for remote clients via RPC)
_update_visual_state()
func _process_input(delta: float) -> void:
"""Process buffered input from the server's input queue."""
if _input_queue.is_empty():
return
var input_data: Dictionary = _input_queue.pop_front()
var input_state: Dictionary = input_data.get("input_state", {})
# Calculate movement direction
var direction := Vector3.ZERO
direction.x = input_state.get("move_x", 0.0)
direction.z = input_state.get("move_z", 0.0)
# Sprint check
is_sprinting = input_state.get("sprint", false)
if direction.length() > 0.01:
direction = direction.normalized()
var speed = walk_speed * sprint_multiplier if is_sprinting else walk_speed
velocity.x = direction.x * speed
velocity.z = direction.z * speed
else:
# On ground, apply friction (handled in physics_process)
if not is_on_floor():
velocity.x *= (1.0 - AIR_CONTROL * delta * 5.0)
velocity.z *= (1.0 - AIR_CONTROL * delta * 5.0)
# Jump
if input_state.get("jump", false) and is_on_floor():
velocity.y = jump_velocity
func take_damage(amount: int, source_id: int) -> Dictionary:
"""Take damage and return result dict."""
if not is_alive:
return {"success": false, "reason": "already_dead"}
current_health = max(0, current_health - amount)
health_changed.emit(current_health)
if current_health <= 0:
die()
return {"success": true, "health": 0, "dead": true}
return {"success": true, "health": current_health}
func die() -> void:
"""Handle player death."""
is_alive = false
velocity = Vector3.ZERO
player_died.emit(self)
# Respawn after delay
await get_tree().create_timer(3.0).timeout
respawn()
func respawn() -> void:
"""Respawn the player at spawn point."""
current_health = max_health
is_alive = true
velocity = Vector3.ZERO
health_changed.emit(current_health)
# Move to spawn point (default: origin)
position = Vector3.ZERO
func set_input_queue(inputs: Array[Dictionary]) -> void:
"""Set the input queue from the server."""
_input_queue = inputs
func get_state() -> Dictionary:
"""Get current player state for replication."""
return {
"entity_id": entity_id,
"peer_id": peer_id,
"position": position,
"rotation": rotation,
"health": current_health,
"max_health": max_health,
"is_alive": is_alive,
"is_sprinting": is_sprinting,
}
func _update_visual_state() -> void:
"""Update visual state (for remote interpolation)."""
# In a full implementation, this would update a remote player's
# visual representation. For now, the node itself is the authority.
pass
# --- RPCs ---
@rpc("any_peer", "call_remote", "reliable")
func rpc_request_input(input_state: Dictionary, seq: int) -> void:
"""Receive input from client."""
if not is_alive:
return
# Store for processing in _physics_process
_input_queue.append({
"input_state": input_state,
"seq": seq,
"timestamp": Time.get_ticks_msec(),
})
@rpc("any_peer", "call_remote", "reliable")
func rpc_request_interact(target_id: int) -> void:
"""Handle interaction request from client."""
if not is_alive:
return
# TODO: Implement interaction logic
print("Player %d interacted with entity %d" % [peer_id, target_id])
@rpc("any_peer", "call_remote", "reliable")
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
print("Player %d attacked entity %d with aim %s" % [peer_id, target_id, aim_dir])
@rpc("authority", "call_remote", "reliable")
func rpc_set_position(pos: Vector3) -> void:
"""Server authoritative position update."""
position = pos
@rpc("authority", "call_remote", "reliable")
func rpc_set_rotation(rot: Vector3) -> void:
"""Server authoritative rotation update."""
rotation = rot
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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
## 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
func _ready() -> void:
# Set this node as the multiplayer authority.
multiplayer.multiplayer_peer = _create_server_peer()
multiplayer.server = self
if 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)
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 peer
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:
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: Node = 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: Node = 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.
var peer_ids: Array = multiplayer.get_peers()
for pid in peer_ids:
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 := preload("res://scripts/player.tscn").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: Node = players[peer_id]
if player.is_inside_tree():
player.queue_free()
players.erase(peer_id)
# --- 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)
@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)