Fix property-pool rollback errors in headless server
The dedicated server was spawning a host avatar (peer 1) via player-spawner._handle_host() and _handle_new_peer(1) on startup, which registered RollbackSynchronizer subjects with the netfox rollback system. Since no client input exists for peer 1, the rollback system tried to record state for freed/recycled objects, flooding the log with property-pool.gd errors. Fix: - Add spawn_host_avatar @export flag to player-spawner.gd - Set it false in headless_server.gd before starting the ENet server - PlayerSpawner._handle_host() skips avatar spawn when flag is false - PlayerSpawner._handle_new_peer(1) skips avatar spawn when flag is false Server startup is now clean: no property-pool errors, no RPC path errors.
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@@ -2,6 +2,10 @@ extends Node
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@export var player_scene: PackedScene
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## Whether to spawn an avatar for the host (peer 1) when on_server_start fires.
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## Set to false for dedicated server operation.
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@export var spawn_host_avatar: bool = true
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var t_spawn_points: Array[Marker3D] = []
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var ct_spawn_points: Array[Marker3D] = []
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var team_manager: TeamManager
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@@ -43,12 +47,20 @@ func _handle_connected(id: int):
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_spawn(id)
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func _handle_host():
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if not spawn_host_avatar:
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print("[PlayerSpawner] Dedicated server mode — skipping host avatar")
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if round_manager:
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round_manager.start_match()
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return
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_spawn(1)
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# Auto-start match
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if round_manager:
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round_manager.start_match()
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func _handle_new_peer(id: int):
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if id == 1 and not spawn_host_avatar:
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print("[PlayerSpawner] Skipping spawn for peer 1 (dedicated server)")
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return
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_spawn(id)
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if multiplayer.is_server():
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team_manager.sync_to_peer(id)
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