682f1f89f7
Made the multiplayer core actually work (it had never run a real sim): - project.godot: physics pinned to 30 Hz -- the shared sim/snapshot/prediction rate. - server.gd: loads the world's level (real ground + collision), spawns a server Player per peer at the level's PlayerSpawn, broadcasts a full snapshot every physics frame with each peer's state AND last_seq (the last input seq applied for that peer). Accepts `--port/--world/--status-file` args (status file = player count for a future idle reaper); defaults keep `godot res://scenes/server.tscn` working standalone. - player_spawner.gd (server Player): rewrote -- drains its whole input queue each physics frame in seq order, integrates gravity/walk/jump with the shared constants, move_and_slide(), tracks last_applied_seq. No more no-op process_server_input(). - network_client.gd: rewrote reconciliation -- drops inputs the server has acked (last_seq), re-simulates the still-in-flight ones from the authoritative state, snaps only on real drift. Exposes get_remote_states() (peer_id -> latest snapshot state) for the game to render other players. predict_and_send() now also sends body yaw. - proxies trimmed to the RPC set the rewrite actually uses. - scripts/mp_test_client.gd + run_multiplayer_2p_test.sh: two real client processes vs one real server -- client A sees client B and its own movement round-trips. PASS. - run_checkpoint_tests.py: also run the 2p shell test. smoke_test_network_client 4/4, player 15/15, avatar_in_world 10/10, all green. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
163 lines
4.9 KiB
GDScript
163 lines
4.9 KiB
GDScript
## ServerMain - headless dedicated server for one world.
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##
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## Accepts ENet connections, spawns a server-authoritative Player per peer in a
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## real loaded level, and broadcasts a full snapshot (every peer's state + the
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## last input seq processed for that peer) every physics frame. The project's
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## physics rate is pinned to 30 Hz so the sim is deterministic and matches the
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## client's prediction step.
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##
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## Launched by the backend's game-server supervisor
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## (backend/app/services/game_servers.py):
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## godot --headless --path . res://scenes/server.tscn -- \
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## --port 27000 --world 3 --status-file /path/to/status.json
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## All args are optional; the defaults let `godot res://scenes/server.tscn`
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## run standalone on 7777 for smoke_test_network_client.gd.
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extends Node
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const MAX_PLAYERS := 16
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const DEFAULT_PORT := 7777
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const PHYSICS_HZ := 30
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## Rewrite the status file (player count, for the supervisor's idle reaper)
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## every this many physics frames.
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const STATUS_WRITE_EVERY := 30
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var network_peer: ENetMultiplayerPeer
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var port: int = DEFAULT_PORT
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var world_id: String = ""
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var status_file_path: String = ""
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## peer_id -> Player node
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var players: Dictionary = {}
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var tick: int = 0
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var is_running: bool = false
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var _player_scene: PackedScene = preload("res://scenes/server_player.tscn")
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var _level_scene: PackedScene = preload("res://scenes/worlds/test_level.tscn")
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var _spawn_point: Vector3 = Vector3(0, 1.5, 0)
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func _enter_tree() -> void:
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multiplayer.peer_connected.connect(_on_peer_connected)
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multiplayer.peer_disconnected.connect(_on_peer_disconnected)
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func _ready() -> void:
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_parse_args()
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Engine.physics_ticks_per_second = PHYSICS_HZ
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# Load the world's level so players have real ground + collision.
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var level := _level_scene.instantiate()
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level.name = "World"
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add_child(level)
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var marker := level.find_child("PlayerSpawn", true, false)
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if marker is Node3D:
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_spawn_point = (marker as Node3D).global_position
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network_peer = ENetMultiplayerPeer.new()
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var err := network_peer.create_server(port, MAX_PLAYERS)
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if err != OK:
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printerr("[Server] create_server(%d) failed: %d" % [port, err])
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get_tree().quit(1)
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return
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multiplayer.multiplayer_peer = network_peer
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is_running = true
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_write_status()
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print("[Server] world=%s listening on ENet %d (%d Hz)" % [world_id, port, PHYSICS_HZ])
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func _parse_args() -> void:
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var args := OS.get_cmdline_user_args()
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var i := 0
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while i < args.size():
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match args[i]:
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"--port":
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if i + 1 < args.size():
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port = int(args[i + 1])
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i += 1
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"--world":
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if i + 1 < args.size():
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world_id = args[i + 1]
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i += 1
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"--status-file":
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if i + 1 < args.size():
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status_file_path = args[i + 1]
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i += 1
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i += 1
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func _physics_process(_delta: float) -> void:
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if not is_running:
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return
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tick += 1
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_broadcast_snapshot()
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if tick % STATUS_WRITE_EVERY == 0:
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_write_status()
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func _broadcast_snapshot() -> void:
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var snap := {"tick": tick, "players": {}}
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for peer_id in players:
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var player: Node = players[peer_id]
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if is_instance_valid(player):
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var s: Dictionary = player.get_server_state()
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s["last_seq"] = player.last_applied_seq
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snap["players"][peer_id] = s
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for pid in multiplayer.get_peers():
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if pid == 1:
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continue
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rpc_id(pid, "_receive_snapshot", snap)
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# Client-side receiver lives on the NetworkClient's proxy at the same path.
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@rpc("any_peer", "call_remote", "reliable")
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func _receive_snapshot(_snapshot_data: Dictionary) -> void:
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pass
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# ---------------------------------------------------------------------------
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# Connection lifecycle
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# ---------------------------------------------------------------------------
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func _on_peer_connected(peer_id: int) -> void:
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if players.size() >= MAX_PLAYERS:
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print("[Server] full; rejecting peer %d" % peer_id)
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multiplayer.multiplayer_peer.disconnect_peer(peer_id)
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return
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var player: Node3D = _player_scene.instantiate()
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player.name = "Player_%d" % peer_id
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player.peer_id = peer_id
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add_child(player)
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player.global_position = _spawn_point
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players[peer_id] = player
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print("[Server] peer %d joined (%d players)" % [peer_id, players.size()])
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_write_status()
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func _on_peer_disconnected(peer_id: int) -> void:
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if players.has(peer_id):
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var player: Node = players[peer_id]
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if is_instance_valid(player):
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player.queue_free()
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players.erase(peer_id)
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print("[Server] peer %d left (%d players)" % [peer_id, players.size()])
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_write_status()
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# ---------------------------------------------------------------------------
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# Status file for the supervisor's idle reaper
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# ---------------------------------------------------------------------------
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func _write_status() -> void:
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if status_file_path.is_empty():
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return
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var f := FileAccess.open(status_file_path, FileAccess.WRITE)
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if f:
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f.store_string(JSON.stringify({
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"world_id": world_id,
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"port": port,
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"players": players.size(),
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"tick": tick,
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"updated": Time.get_unix_time_from_system(),
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}))
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f.close()
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