Fix RPC path mismatch in headless server
The headless server added the multiplayer-fps game scene as a child node (/root/HeadlessServer/multiplayer-fps/...), causing RPC node paths to include the HeadlessServer/ prefix. Clients expected paths relative to root (/root/multiplayer-fps/...), so every RPC would fail with 'Node not found'. Fix: add the game scene directly to /root/ via call_deferred, making it a sibling of the HeadlessServer node rather than a child. RPC paths now match between server and client.
This commit is contained in:
+47
-53
@@ -1,26 +1,29 @@
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## HeadlessServer — Dedicated server entry point for headless mode.
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##
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## Loads the multiplayer-fps game scene, strips UI/rendering overhead,
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## and auto-starts the ENet server. Designed to run with `--headless`.
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## Loads the multiplayer-fps game scene DIRECTLY under /root/ (as a sibling,
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## not a child), so RPC node paths match what clients expect.
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##
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## Usage:
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## godot --headless --scene res://scenes/headless_server.tscn
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## godot --headless --scene res://scenes/headless_server.tscn -- --port 34197
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##
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## Architecture:
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## This script runs as the main scene root in headless mode.
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## 1. Loads multiplayer-fps.tscn (the full game scene)
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## 2. Removes Environment (sky/light/camera) and UI (HUD/network popup)
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## 3. Starts the ENet server on the configured port
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## 4. Calls RoundManager.start_match() to begin gameplay
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## 5. Listens for player connections via NetworkEvents
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## This script runs as a temporary scene root. It loads multiplayer-fps.tscn
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## and adds it directly under get_tree().root so node paths (e.g.
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## /root/multiplayer-fps/Network/TeamManager) are identical on both
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## server and client.
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##
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## 1. Loads multiplayer-fps.tscn, adds to /root/
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## 2. Removes Environment and UI
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## 3. Starts ENet server
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## 4. RCON admin console on configurable port
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extends Node
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## Default server port.
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const DEFAULT_PORT: int = 34197
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## The multiplayer-fps game scene.
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## Reference to the multiplayer-fps game scene (at root level).
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var _game_scene: Node = null
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# ---------------------------------------------------------------------------
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@@ -30,30 +33,36 @@ var _game_scene: Node = null
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func _ready() -> void:
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print("[HeadlessServer] Starting dedicated server...")
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# Determine port from command-line args or default
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var port: int = _parse_port()
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print("[HeadlessServer] Port: %d" % port)
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# Load the multiplayer-fps game scene
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var GameScene := load("res://examples/multiplayer-fps/multiplayer-fps.tscn")
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var GameScene = load("res://examples/multiplayer-fps/multiplayer-fps.tscn")
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if GameScene == null:
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push_error("[HeadlessServer] Failed to load multiplayer-fps.tscn")
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get_tree().quit(1)
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return
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_game_scene = GameScene.instantiate()
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add_child(_game_scene)
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# Strip UI and rendering overhead
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# CRITICAL: Add game scene directly to /root/ as a sibling, NOT as child.
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# This ensures RPC node paths are the same on both server and client.
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# Must use call_deferred because we're still in _ready().
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# Strip BEFORE adding to tree so queue_free works cleanly.
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_strip_for_headless()
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get_tree().root.call_deferred("add_child", _game_scene)
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# Start RCON admin console
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_start_rcon()
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# Wait one frame for scene to settle, then host
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# Wait for game scene to enter the tree
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await get_tree().process_frame
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await get_tree().process_frame
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# Set current scene after it's safely in the tree
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get_tree().current_scene = _game_scene
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print("[HeadlessServer] Game scene added to root, current_scene updated")
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# Start the ENet server
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_start_server(port)
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@@ -70,19 +79,19 @@ func _strip_for_headless() -> void:
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return
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# Remove Environment (sky, light, camera, world environment)
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var env := _game_scene.get_node_or_null("Environment")
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var env = _game_scene.get_node_or_null("Environment")
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if env:
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env.queue_free()
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print("[HeadlessServer] Removed Environment node")
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# Remove UI (network popup, HUD, crosshair, etc.)
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var ui := _game_scene.get_node_or_null("UI")
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var ui = _game_scene.get_node_or_null("UI")
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if ui:
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ui.queue_free()
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print("[HeadlessServer] Removed UI node")
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# Verify critical game logic nodes exist
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var network := _game_scene.get_node_or_null("Network")
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var network = _game_scene.get_node_or_null("Network")
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if network == null:
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push_error("[HeadlessServer] Missing Network node in game scene!")
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return
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@@ -98,9 +107,9 @@ func _strip_for_headless() -> void:
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# ---------------------------------------------------------------------------
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func _start_server(port: int) -> void:
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# Create ENet peer directly (same as lan-bootstrapper.gd::host())
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var peer := ENetMultiplayerPeer.new()
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var err := peer.create_server(port)
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# Create ENet peer directly
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var peer = ENetMultiplayerPeer.new()
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var err = peer.create_server(port)
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if err != OK:
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push_error("[HeadlessServer] Failed to create ENet server on port %d: %s" % [port, error_string(err)])
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get_tree().quit(1)
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@@ -114,18 +123,15 @@ func _start_server(port: int) -> void:
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# Wait for NetworkEvents to fire on_server_start
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await get_tree().process_frame
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# The player-spawner.gd handles on_server_start by spawning the host avatar
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# and calling round_manager.start_match(). If NetworkEvents fires it, we're set.
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# Otherwise, manually start the match.
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# NetworkEvents handles on_server_start -> player-spawner -> round_manager
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if NetworkEvents and NetworkEvents.enabled:
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print("[HeadlessServer] NetworkEvents active — waiting for on_server_start")
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else:
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# Fallback: manually start NetworkTime and signal server start
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print("[HeadlessServer] NetworkEvents not available — manually bootstrapping")
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_manual_startup()
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func _stop_server() -> void:
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var mp := get_tree().get_multiplayer()
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var mp = get_tree().get_multiplayer()
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if mp and mp.multiplayer_peer:
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mp.multiplayer_peer.close()
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mp.multiplayer_peer = null
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@@ -133,26 +139,22 @@ func _stop_server() -> void:
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## Fallback startup when NetworkEvents isn't available.
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func _manual_startup() -> void:
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# Start NetworkTime if available
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if Engine.has_singleton("NetworkTime"):
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var nt = Engine.get_singleton("NetworkTime")
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if nt and nt.has_method("start"):
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nt.start()
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print("[HeadlessServer] NetworkTime started manually")
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# Find and start the match via RoundManager
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var network := _game_scene.get_node_or_null("Network") if _game_scene else null
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var network = _game_scene.get_node_or_null("Network") if _game_scene else null
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if network == null:
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return
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var spawner := network.get_node_or_null("Player Spawner")
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var spawner = network.get_node_or_null("Player Spawner")
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if spawner:
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# Manually call the host handler that spawns the host avatar
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if spawner.has_method("_handle_host"):
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spawner._handle_host()
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print("[HeadlessServer] PlayerSpawner._handle_host() called")
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# Manually emit peer join for host (peer 1)
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if Engine.has_singleton("NetworkEvents"):
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var ne = Engine.get_singleton("NetworkEvents")
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if ne and ne.has_signal("on_server_start"):
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@@ -162,8 +164,7 @@ func _manual_startup() -> void:
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ne.on_peer_join.emit(1)
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print("[HeadlessServer] Emitted NetworkEvents.on_peer_join(1)")
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# Start the match via RoundManager
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var round_mgr := network.get_node_or_null("RoundManager")
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var round_mgr = network.get_node_or_null("RoundManager")
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if round_mgr:
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if round_mgr.has_method("start_match"):
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round_mgr.call_deferred("start_match")
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@@ -178,14 +179,13 @@ func _manual_startup() -> void:
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# RCON admin console
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# ---------------------------------------------------------------------------
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## Start the RCON TCP admin console.
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func _start_rcon() -> void:
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var rcon_path := "res://scripts/rcon/rcon_server.gd"
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var rcon_path = "res://scripts/rcon/rcon_server.gd"
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if not ResourceLoader.exists(rcon_path):
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print("[HeadlessServer] RCON script not found — skipping")
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return
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var RconServerClass := load(rcon_path)
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var RconServerClass = load(rcon_path)
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if RconServerClass == null:
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return
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@@ -197,30 +197,27 @@ func _start_rcon() -> void:
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add_child(rcon)
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print("[HeadlessServer] RCON admin console started on port %d" % rcon.port)
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## Parse RCON port from args/env.
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func _parse_rcon_port() -> int:
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var args := OS.get_cmdline_args()
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var args = OS.get_cmdline_args()
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for i in range(args.size()):
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if args[i] == "--rcon-port" and i + 1 < args.size():
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return clampi(args[i + 1].to_int(), 1024, 65535)
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if OS.has_environment("RCON_PORT"):
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return clampi(OS.get_environment("RCON_PORT").to_int(), 1024, 65535)
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return 28960 # default RCON port
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return 28960
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## Parse RCON password from args/env/file.
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func _parse_rcon_password() -> String:
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var args := OS.get_cmdline_args()
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var args = OS.get_cmdline_args()
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for i in range(args.size()):
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if args[i] == "--rcon-password" and i + 1 < args.size():
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return args[i + 1]
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if OS.has_environment("RCON_PASSWORD"):
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return OS.get_environment("RCON_PASSWORD")
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# Try loading from file
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var pw_path := "res://config/rcon_password.cfg"
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var pw_path = "res://config/rcon_password.cfg"
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if ResourceLoader.exists(pw_path):
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var f := FileAccess.open(pw_path, FileAccess.READ)
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var f = FileAccess.open(pw_path, FileAccess.READ)
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if f:
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var line := f.get_line().strip_edges()
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var line = f.get_line().strip_edges()
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f.close()
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if not line.is_empty() and not line.begins_with("#"):
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return line
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@@ -231,25 +228,22 @@ func _parse_rcon_password() -> String:
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# ---------------------------------------------------------------------------
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func _parse_port() -> int:
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# Check user args (after -- separator): --port 34197
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var user_args := OS.get_cmdline_user_args()
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var user_args = OS.get_cmdline_user_args()
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for i in range(user_args.size()):
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if user_args[i] == "--port" and i + 1 < user_args.size():
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var p := user_args[i + 1].to_int()
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var p = user_args[i + 1].to_int()
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if p > 0 and p < 65536:
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return p
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# Check all args as fallback
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var args := OS.get_cmdline_args()
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var args = OS.get_cmdline_args()
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for i in range(args.size()):
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if args[i] == "--port" and i + 1 < args.size():
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var p := args[i + 1].to_int()
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var p = args[i + 1].to_int()
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if p > 0 and p < 65536:
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return p
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# Check environment variable
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if OS.has_environment("SERVER_PORT"):
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var p := OS.get_environment("SERVER_PORT").to_int()
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var p = OS.get_environment("SERVER_PORT").to_int()
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if p > 0 and p < 65536:
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return p
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+104
@@ -0,0 +1,104 @@
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extends Node
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func _ready() -> void:
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print("=== Full Join Simulation ===\n")
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# Load the full game scene
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var GameScene = load("res://examples/multiplayer-fps/multiplayer-fps.tscn")
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if GameScene == null:
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print("FAIL: Cannot load multiplayer-fps.tscn")
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get_tree().quit(1)
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return
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print("Loaded multiplayer-fps.tscn")
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var game = GameScene.instantiate()
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add_child(game)
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# Wait for scene to settle
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await get_tree().process_frame
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await get_tree().process_frame
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# Get the Network Popup tab container
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var ui = game.get_node_or_null("UI")
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var popup = game.get_node_or_null("UI/Network Popup")
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var bootstrapper = game.get_node_or_null("UI/Network Popup/LAN Bootstrapper")
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if ui:
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print("UI node: %s" % str(ui))
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if popup:
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print("Network Popup: %s" % str(popup))
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if bootstrapper:
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print("Bootstrapper: %s" % str(bootstrapper))
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if bootstrapper.has_method("join"):
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print("Bootstrapper has join() method")
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if bootstrapper.has_method("host"):
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print("Bootstrapper has host() method")
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else:
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print("WARNING: No bootstrapper found!")
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# Check address/port inputs
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var addr_input = game.get_node_or_null("UI/Network Popup/LAN/Address Row/Address LineEdit")
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var port_input = game.get_node_or_null("UI/Network Popup/LAN/Address Row/Port LineEdit")
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if addr_input:
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print("Address input: '%s'" % str(addr_input.text))
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if port_input:
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print("Port input: '%s'" % str(port_input.text))
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# Simulate join: set address/port and call join()
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if addr_input and port_input and bootstrapper:
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addr_input.text = "127.0.0.1"
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port_input.text = "34201"
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print("\nCalling join()...")
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var peer = ENetMultiplayerPeer.new()
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var err = peer.create_client("127.0.0.1", 34201)
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if err != OK:
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print("FAIL: create_client error: %s" % error_string(err))
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get_tree().quit(1)
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return
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get_tree().get_multiplayer().multiplayer_peer = peer
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print("Peer set, waiting for connection...")
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# Wait up to 8 seconds for connection
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var start = Time.get_ticks_msec()
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while Time.get_ticks_msec() - start < 8000:
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var status = peer.get_connection_status()
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if status != MultiplayerPeer.CONNECTION_CONNECTING:
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break
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await get_tree().process_frame
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var final_status = peer.get_connection_status()
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print("Connection status: %d (2=CONNECTED)" % final_status)
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if final_status == MultiplayerPeer.CONNECTION_CONNECTED:
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print("SUCCESS: Connected!")
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print("Unique ID: %d" % multiplayer.get_unique_id())
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# Simulate connect_ui.hide()
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popup.hide()
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print("Popup hidden")
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# Now check NetworkEvents
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if Engine.has_singleton("NetworkEvents"):
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var ne = Engine.get_singleton("NetworkEvents")
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print("NetworkEvents enabled: %s" % str(ne.enabled))
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# Wait a few frames to see if anything happens
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await get_tree().process_frame
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await get_tree().process_frame
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await get_tree().process_frame
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# Check if there are any player nodes
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var players = game.get_node_or_null("Players")
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if players:
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print("Players node children: %d" % players.get_child_count())
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for child in players.get_children():
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print(" - %s" % str(child.name))
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print("\n=== Test Complete ===")
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else:
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print("FAIL: Could not connect")
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get_tree().quit(0)
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@@ -0,0 +1,6 @@
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[gd_scene format=3]
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[ext_resource type="Script" path="res://test_connect.gd" id="1_script"]
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[node name="TestConnect" type="Node"]
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script = ExtResource("1_script")
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Reference in New Issue
Block a user