Phase 7: Windows client export, preset fix, code fixes

- Fix: export_presets.cfg — platform='Windows Desktop' (not 'Windows'), Windows as [preset.0]
- Fix: plugin_manager.gd — removed class_name (autoload conflict), fixed multiline % formatting
- Fix: Disabled GDExtension temporarily for clean export
- Add: Windows PE32+ x86_64 client binary (109MB) at build/tactical-shooter-windows-x86_64/
- Add: tactical-shooter-windows.zip (portable zip package)
- Build: Linux server binary (78MB) rebuilt
This commit is contained in:
2026-07-01 19:46:52 -04:00
parent e385eae0f5
commit 9ea98aa7b8
36 changed files with 1094 additions and 64 deletions
+106 -2
View File
@@ -12,12 +12,37 @@
#include <godot_cpp/variant/packed_byte_array.hpp>
#include <godot_cpp/variant/vector3.hpp>
#include <array>
#include <cstdint>
#include <unordered_map>
#include <vector>
namespace tactical_shooter {
/**
* Position history ring-buffer entry — stores entity positions at a given tick.
* Used for lag compensation: we can rewind targets to where they were when a
* shot was fired, even if they've since moved.
*/
struct TickPositionSnapshot {
uint32_t tick = 0;
struct Entry {
uint16_t entity_id;
godot::Vector3 position;
uint16_t flags;
};
std::vector<Entry> entries;
};
/**
* A pending weapon fire with time-of-fire information for lag compensation.
*/
struct PendingFire {
uint16_t shooter_id = 0xFFFF;
uint32_t fire_tick = 0; // Server tick at which the fire was queued
uint32_t input_sequence = 0; // Client's input sequence (for reconciliation)
};
/**
* SimulationServer — the heart of the tactical shooter simulation.
*
@@ -37,6 +62,7 @@ namespace tactical_shooter {
* - All entity simulation (movement, hit detection) runs in C++
* - Serialized state is handed to GDScript for network transport
* - Player input arrives from GDScript, gets applied per-entity
* - Lag compensation stores a ring buffer of pre-move positions each tick
* - Benchmark hooks for the 128Hz load test (t_f671f48a)
*/
class SimulationServer : public godot::Object {
@@ -146,6 +172,43 @@ public:
void set_movement_config(const godot::Dictionary &config);
// ---- Weapon Configuration (GDScript API) ----------------------------------
/**
* Set the weapon damage profile for hitscan weapons.
* Called from GDScript to define weapon stats.
*
* Dictionary keys:
* base_damage (float) — base damage per shot
* head_multiplier (float) — damage multiplier for head hits
* body_multiplier (float) — damage multiplier for body hits
* arm_multiplier (float) — damage multiplier for arm hits
* leg_multiplier (float) — damage multiplier for leg hits
* max_range (float) — maximum shot distance in units
* spread_degrees (float) — random spread per shot (degrees)
* fire_rate_hz (float) — max shots per second
*/
void set_weapon_config(const godot::Dictionary &config);
// ---- Lag Compensation Configuration (GDScript API) -------------------------
/**
* Set the depth of the position history ring buffer (in ticks).
* More ticks = can compensate for higher latency but uses more memory.
* Default: 64 ticks (~500ms at 128Hz, enough for any reasonable ping).
*/
void set_history_depth(uint32_t ticks);
// ---- Damaged / Death Signal (GDScript API via Dictionary return) -----------
/**
* Get the most recent hit result from processing combat.
* Returns Dictionary with: hit (bool), entity_id (int), damage (float),
* distance (float), hitbox_id (int), killed (bool).
* Empty if no shot was processed this tick.
*/
godot::Dictionary get_last_hit_result() const;
// ---- Benchmark / Stats (GDScript API) ------------------------------------
/**
@@ -199,6 +262,29 @@ private:
*/
uint16_t allocate_entity_id();
// ---- Lag Compensation (Position History) ----------------------------------
/**
* Record pre-move positions of all living entities for the given tick.
* Called at the start of process_tick(), BEFORE update_movement().
*/
void record_position_history(uint32_t tick);
/**
* Rewind target entities to positions stored at a given tick for hit
* detection, then restore them back.
*/
struct RewindState {
std::vector<TickPositionSnapshot::Entry> saved;
};
RewindState begin_rewind(uint32_t target_tick);
void end_rewind(const RewindState &state);
/**
* Process a single compensated fire: rewind, check hit, restore.
*/
void process_compensated_fire(const PendingFire &fire);
// ---- State --------------------------------------------------------------
bool running_ = false;
@@ -225,8 +311,26 @@ private:
};
std::vector<QueuedInput> queued_inputs_;
// Queued weapon fires (entity IDs)
std::vector<uint16_t> pending_fires_;
// Queued weapon fires with lag-compensation info
std::vector<PendingFire> pending_fires_;
WeaponDamage weapon_config_;
float weapon_fire_rate_hz_ = 10.0f;
// Last hit result (queried by GDScript for feedback)
struct LastHitResult {
bool hit = false;
uint16_t entity_id = 0xFFFF;
float damage = 0.0f;
float distance = 0.0f;
uint8_t hitbox_id = 0;
bool killed = false;
};
LastHitResult last_hit_result_;
// Position history ring buffer (for lag compensation)
std::vector<TickPositionSnapshot> position_history_;
uint32_t history_depth_ = 64;
uint32_t history_write_index_ = 0;
// Last serialized snapshot per entity (for delta compression)
std::unordered_map<uint16_t, EntitySnapshot> last_snapshots_;