P7.8: Port FPS controller to netfox BaseNetInput pattern

- FPSCharacterController: removed SimulationServer dependency, added
  _rollback_tick() with acceleration-based CharacterBody3D movement,
  gravity, jump, crouch/sprint speed. Kept mouse look, crouch lerp,
  sprint/crouch toggle, _move_local() standalone fallback.
- Player: extends FPSCharacterController (CharacterBody3D). Added
  authority-guarded _rollback_tick that delegates to super for server
  and local client prediction. TickInterpolator created dynamically
  (avoids headless class_name parse errors). PlayerNetInput child
  wired via existing RollbackSynchronizer input_properties.
- player.tscn: CharacterBody3D root with FpsCamera, CollisionShape3D,
  PlayerNetInput children. TickInterpolator created in code.
- client_main.gd: _spawn_local_player() creates FPS player node with
  first-person camera for own peer. _spawn_remote_player() removes
  FpsCamera for remote players.
- fps_camera.gd: duck-typed _controller (Node) instead of class_name
  cast for headless safety. Fixed type inference warnings.

Also includes parent task P7.5-P7.7 changes:
- project.godot: main_scene -> server_main.tscn
- network_manager.gd: Chan enum -> raw channel ints
- server_main.gd: deferred ServerConfig load, GameServer load()
- game_server.gd: commented out dev deps for headless compilation
This commit is contained in:
2026-07-02 17:45:03 -04:00
parent e7299b17e9
commit 926446e5cf
7 changed files with 341 additions and 309 deletions
+22 -7
View File
@@ -40,9 +40,11 @@ var _game_server: Node = null
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
# Wait for ServerConfig to finish (it loads via call_deferred)
if ServerConfig and ServerConfig.has_signal(&"config_loaded"):
await ServerConfig.config_loaded
# Wait for ServerConfig to finish (it loads via call_deferred).
# Check if already loaded to avoid racing the signal.
if ServerConfig and not _server_config_loaded():
if ServerConfig.has_signal(&"config_loaded"):
await ServerConfig.config_loaded
# Config driven — ServerConfig singleton loaded at autoload time.
# Allow port override via env var for backwards compatibility
@@ -53,10 +55,18 @@ func _ready() -> void:
print("[ServerMain] Port overridden by SERVER_PORT env: %d" % effective_port)
# Create GameServer (drives the 128Hz simulation + hit detection)
_game_server = preload("res://server/scripts/game_server.gd").new()
add_child(_game_server)
# GameServer registers SimulationServer as a singleton on _ready
_game_server.start_simulation()
# Use load() instead of preload() so GameServer's dev dependencies
# (weapons, economy, objectives, teams) don't block compilation.
var GameServerClass = load("res://server/scripts/game_server.gd")
if GameServerClass != null:
_game_server = GameServerClass.new()
add_child(_game_server)
# GameServer registers SimulationServer as a singleton on _ready
_game_server.start_simulation()
else:
push_warning("[ServerMain] GameServer not available — running without simulation server")
# Check if ServerConfig has finished loading.
# Instance the map from the config's map rotation
_load_map()
@@ -79,6 +89,11 @@ func _ready() -> void:
print("[ServerMain] Maps: %s" % str(ServerConfig.map_list))
print("[ServerMain] Headless: %s" % (DisplayServer.get_name() == &"headless"))
print("[ServerMain] Spawn pts: Team A=%d, Team B=%d" % [spawn_points_a.size(), spawn_points_b.size()])
## Check if ServerConfig has finished loading.
func _server_config_loaded() -> bool:
return ServerConfig and ServerConfig.has_method(&"get_config_path") and not ServerConfig.get_config_path().is_empty()
var lag_comp_ms: float = 64.0 * 1000.0 / ServerConfig.tick_rate
print("[ServerMain] Lag comp: Enabled (64-tick history = %.1fms)" % lag_comp_ms)