From cf8fd5a6fdcf7f7030cc9ac534960ee38e4d1921 Mon Sep 17 00:00:00 2001 From: coder-bot Date: Wed, 19 Aug 2026 13:45:39 +0000 Subject: [PATCH] WIP checkpoint: Implement Godot dedicated server scene + player spawning --- scripts/player_spawner.gd | 14 +++++++++++++- 1 file changed, 13 insertions(+), 1 deletion(-) diff --git a/scripts/player_spawner.gd b/scripts/player_spawner.gd index 8f65654..1b53a10 100644 --- a/scripts/player_spawner.gd +++ b/scripts/player_spawner.gd @@ -154,7 +154,7 @@ func set_input_queue(inputs: Array[Dictionary]) -> void: _input_queue = inputs -func get_server_state() -> Dictionary: +func get_state() -> Dictionary: """Get current player state for replication.""" return { "entity_id": entity_id, @@ -168,6 +168,18 @@ func get_server_state() -> Dictionary: } +func get_server_state() -> Dictionary: + """Get current player state for server snapshot broadcast.""" + return get_state() + + +func process_server_input(tick: int) -> void: + """Called by server tick to process buffered input.""" + # This is called from the server's _tick loop. + # The input queue is populated by RPCs from clients. + pass + + func _update_visual_state() -> void: """Update visual state (for remote interpolation).""" # In a full implementation, this would update a remote player's