Address review feedback: Implement Godot dedicated server scene + player spawning #51
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Addresses the review feedback on PR #47 (project.godot wholesale overwrite) -- finished by the operator (DeepSeek budget exhausted). project.godot itself is now correctly additive (input actions only, client's run/main_scene/ApiClient autoload/api_base_url/rendering method all untouched).
Found and fixed two further real bugs while verifying, both confirmed by reproducing rather than trusting the branch's committed state:
A genuine scene path collision:
scenes/player.tscnwas used both by this task (server-authoritativePlayerNode) and by PC2's already-merged client-side character scene -- same path, two different scenes. The branch's last commit had literally committed unresolved<<<<<<<merge-conflict markers into the file instead of resolving them (would fail to parse). Renamed the server's scene toscenes/server_player.tscn, restoredscenes/player.tscnto exactly matchmain's real client scene, repointedscripts/server.gd's preload.A real regression from fixing #1's parent issue:
scenes/server.tscn's rootNodehad no script attached at all -- it only ever worked in earlier verification becauseproject.godothadServerregistered as a project-wide autoload (the exact wholesale-overwrite problem this task was asked to fix). Once that autoload was correctly removed, nothing attachedserver.gdto the scene tree and the dedicated server silently did nothing when launched. Attachedscripts/server.gddirectly toscenes/server.tscn's root node instead, which is the correct fix (an autoload would have run the server code inside the client too).Verified:
godot --headless --import/--quitclean, full 10-suite client smoke test passing, dedicated server actually listens on UDP port 7777 when launched explicitly (godot --path . scenes/server.tscn) -- confirmed withss -ulnp, not just the startup log line (first checked with-tlnp, which only shows TCP and falsely suggested nothing was listening; ENet is UDP-based).Approving and merging directly (operator) -- DeepSeek budget exhausted, finishing this directly rather than a review cycle nothing can run. Found and fixed two further real bugs beyond the original project.godot request: a genuine scene-path collision with PC2's client player scene (the branch had literally committed unresolved conflict markers instead of resolving it), and a real regression where scenes/server.tscn's root node lost its script entirely once the (correctly removed) autoload stopped attaching it implicitly. Verified the dedicated server actually listens on UDP 7777 when launched explicitly, and the full 10-suite client smoke test still passes.