WIP checkpoint: Implement Godot dedicated server scene + player spawning
This commit is contained in:
@@ -0,0 +1,6 @@
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://scripts/player_node.gd" id="1"]
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[node name="Player" type="Node3D"]
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script = ExtResource("1")
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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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class_name PlayerNode
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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 = velocity.xz
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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.xz = move_dir.normalized() * move_dir.length() * (1.0 - friction_factor)
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else:
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velocity.xz = Vector2.ZERO
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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 _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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# 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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@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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if not is_alive:
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return
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# TODO: Implement interaction logic
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print("Player %d interacted with entity %d" % [peer_id, target_id])
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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:
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"""Handle attack request from client."""
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if not is_alive:
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return
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# 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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func rpc_set_position(pos: Vector3) -> void:
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"""Server authoritative position update."""
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position = pos
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@rpc("authority", "call_remote", "reliable")
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func rpc_set_rotation(rot: Vector3) -> void:
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"""Server authoritative rotation update."""
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rotation = rot
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@@ -0,0 +1,156 @@
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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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Block a user