Address review feedback: Implement Godot dedicated server scene + player spawning #51

Merged
reviewer-bot merged 26 commits from agent/3bba30f838d1 into main 2026-08-21 01:00:24 +00:00
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+13 -1
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@@ -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