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@@ -7,9 +7,11 @@
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## 1. Load config (env overrides)
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## 2. Load the first map from the config's map rotation
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## 3. Start ENet server on the configured port
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## 4. Spawn players on the map using spawn markers
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## 5. Broadcast spawn via RPC so clients create visual player nodes
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## 6. Log player join/leave and replicate position
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## 4. Create GameServer and start simulation
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## 5. Spawn players on the map using spawn markers
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## 6. Broadcast spawn via RPC so clients create visual player nodes
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## 7. Log player join/leave and replicate position
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## 8. Hitscan weapon with lag compensation runs in GameServer
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extends Node
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@@ -31,6 +33,9 @@ var players: Dictionary = {} # peer_id → Node (player instance)
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var spawn_points_a: Array[Vector3] = [] # Team A spawns
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var spawn_points_b: Array[Vector3] = [] # Team B spawns
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# Game server (drives simulation)
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var _game_server: Node = null
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# ---------------------------------------------------------------------------
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# Lifecycle
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# ---------------------------------------------------------------------------
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@@ -42,21 +47,27 @@ func _ready() -> void:
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if OS.has_environment("SERVER_PORT"):
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effective_port = int(OS.get_environment("SERVER_PORT"))
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print("[ServerMain] Port overridden by SERVER_PORT env: %d" % effective_port)
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# Create GameServer (drives the 128Hz simulation + hit detection)
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_game_server = preload("res://server/scripts/game_server.gd").new()
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add_child(_game_server)
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# GameServer registers SimulationServer as a singleton on _ready
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_game_server.start_simulation()
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# Instance the map from the config's map rotation
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_load_map()
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# Start the ENet server
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var err: Error = NetworkManager.start_server(effective_port)
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if err != OK:
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push_error("[ServerMain] Failed to start server: %s" % error_string(err))
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get_tree().quit(1)
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return
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# Connect signals
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NetworkManager.player_connected.connect(_on_player_connected)
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NetworkManager.player_disconnected.connect(_on_player_disconnected)
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print("[ServerMain] Tactical Shooter server ready")
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print("[ServerMain] Port: %d" % effective_port)
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print("[ServerMain] Name: \"%s\"" % ServerConfig.server_name)
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@@ -64,6 +75,7 @@ func _ready() -> void:
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print("[ServerMain] Maps: %s" % ServerConfig.map_list)
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print("[ServerMain] Headless: %s" % (DisplayServer.get_name() == &"headless"))
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print("[ServerMain] Spawn pts: Team A=%d, Team B=%d" % [spawn_points_a.size(), spawn_points_b.size()])
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print("[ServerMain] Lag comp: Enabled (64-tick history = %dms)" % [64.0 * 1000.0 / ServerConfig.tick_rate])
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func _exit_tree() -> void:
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NetworkManager.stop()
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@@ -137,36 +149,50 @@ func _spawn_player(peer_id: int) -> void:
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else:
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player = Node3D.new()
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player.set_script(preload("res://scripts/network/player.gd"))
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player.name = "Player_%d" % peer_id
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player.set_multiplayer_authority(peer_id)
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# Assign spawn position — alternate between Team A and Team B spawns
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var is_team_a: bool = (peer_id % 2) == 0
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var pool: Array[Vector3] = spawn_points_a if is_team_a else spawn_points_b
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var spawn_pos: Vector3 = pool[peer_id % pool.size()] if pool.size() > 0 else Vector3.ZERO
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spawn_pos.y = 0.0
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player.position = spawn_pos
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add_child(player, true)
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players[peer_id] = player
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player_spawned.emit(peer_id)
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# Register with GameServer to get a simulation entity
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if _game_server != null and _game_server.has_method(&"spawn_player_entity"):
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var entity_id: int = _game_server.spawn_player_entity(peer_id, spawn_pos)
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if entity_id >= 0:
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# Store entity_id on player node for reference
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player.set_meta(&"entity_id", entity_id)
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print("[ServerMain] Player %d assigned entity %d" % [peer_id, entity_id])
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# Broadcast spawn to all clients so they create a visual player node
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NetworkManager.broadcast_spawn_player.rpc(peer_id, spawn_pos, is_team_a)
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print("[ServerMain] Spawned player %d at (%.1f, %.1f) team=%s" % [peer_id, spawn_pos.x, spawn_pos.z, "A" if is_team_a else "B"])
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func _despawn_player(peer_id: int) -> void:
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if peer_id in players:
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var player: Node = players[peer_id]
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# Despawn entity from GameServer
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if _game_server != null and player.has_meta(&"entity_id"):
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var entity_id: int = player.get_meta(&"entity_id")
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_game_server.despawn_player_entity(entity_id)
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player.queue_free()
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players.erase(peer_id)
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player_despawned.emit(peer_id)
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# Broadcast despawn to all clients
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NetworkManager.broadcast_despawn_player.rpc(peer_id)
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print("[ServerMain] Despawned player %d" % peer_id)
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else:
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# Still broadcast even if server doesn't have the player
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