Address review feedback: Implement Godot dedicated server scene + player spawning #51
@@ -154,7 +154,7 @@ func set_input_queue(inputs: Array[Dictionary]) -> void:
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_input_queue = inputs
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_input_queue = inputs
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func get_server_state() -> Dictionary:
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func get_state() -> Dictionary:
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"""Get current player state for replication."""
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"""Get current player state for replication."""
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return {
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return {
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"entity_id": entity_id,
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"entity_id": entity_id,
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@@ -168,6 +168,18 @@ func get_server_state() -> Dictionary:
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}
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}
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func get_server_state() -> Dictionary:
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"""Get current player state for server snapshot broadcast."""
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return get_state()
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func process_server_input(tick: int) -> void:
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"""Called by server tick to process buffered input."""
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# This is called from the server's _tick loop.
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# The input queue is populated by RPCs from clients.
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pass
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func _update_visual_state() -> void:
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func _update_visual_state() -> void:
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"""Update visual state (for remote interpolation)."""
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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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# In a full implementation, this would update a remote player's
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