7be50e3313
Two genuine bugs, found by reproducing rather than trusting the branch's own state: 1. scenes/player.tscn collided with PC2's client-side player scene at the exact same path (server-authoritative PlayerNode vs. the local single-player character) -- whichever merged last would silently overwrite the other. The branch's own last commit had literally committed unresolved <<<<<<< conflict markers into the file instead of resolving them. Renamed the server's version to scenes/server_player.tscn, restored scenes/player.tscn to match main's real client scene exactly, repointed scripts/server.gd's preload. 2. scenes/server.tscn's root Node had no script attached at all -- it only ever worked before because project.godot had `Server` registered as a project-wide autoload (the exact wholesale-overwrite this task was already asked to fix). Once that autoload was correctly removed, nothing attached server.gd to the scene tree anymore and the dedicated server silently did nothing. Attached scripts/server.gd directly to scenes/server.tscn's root node instead. Verified: godot --headless --import/--quit both clean, full 10-suite client smoke test all passing, and the dedicated server actually listens on UDP port 7777 when launched explicitly (`godot --path . scenes/server.tscn`) -- confirmed with `ss -ulnp`, not just trusting the startup print (first checked with `ss -tlnp`, which only shows TCP and falsely suggested it wasn't listening at all; ENet is UDP). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
7 lines
175 B
Plaintext
7 lines
175 B
Plaintext
[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://scripts/server.gd" id="1_server"]
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[node name="Server" type="Node"]
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script = ExtResource("1_server")
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