Fix Windows build: use entry.tscn as main scene, add fallback input handling

- Changed run/main_scene to entry.tscn (smart bootstrap detects headless vs display)
- client_main.gd now uses player.tscn instead of old FPS template
- Added mouse look (click-to-capture, escape-to-release) to player.gd fallback path
- Added _gather() call to player.gd fallback _physics_process() so PlayerNetInput
  is populated even without NetworkTime singleton (exported builds)
- Re-exported Windows build with same tag v0.1.0-windows
This commit is contained in:
2026-07-02 18:17:05 -04:00
parent 969741aa31
commit a69c60ce85
3 changed files with 55 additions and 5 deletions
+1 -1
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@@ -12,7 +12,7 @@ config_version=5
config/name="Tactical Shooter"
config/description="Phase 0 — Headless Dedicated Server"
run/main_scene="res://scenes/server/server_main.tscn"
run/main_scene="res://scenes/entry.tscn"
config/features=PackedStringArray("4.7", "Forward Plus")
[autoload]
+1 -1
View File
@@ -16,7 +16,7 @@ extends Node3D
# ---------------------------------------------------------------------------
@export var server_host: String = "68.202.6.107"
@export var server_port: int = 34197
@export var fps_scene: PackedScene = preload("res://client/template/player_character.tscn")
@export var fps_scene: PackedScene = preload("res://scenes/player.tscn")
# ---------------------------------------------------------------------------
# State
+53 -3
View File
@@ -109,22 +109,72 @@ func _ready() -> void:
print("[Player] Remote player: %d (authority: %d) — rollback sync" % [
multiplayer.get_unique_id(), multiplayer.get_multiplayer_authority()])
else:
# No RollbackSynchronizer (headless/server mode).
# No RollbackSynchronizer (headless/server mode or exported build).
# Enable _physics_process as fallback simulation.
set_physics_process(true)
# Enable _input for mouse look when this is the local player
set_process_input(is_local)
print("[Player] Player %d — rollback not available, using fallback physics" % multiplayer.get_unique_id())
# ---------------------------------------------------------------------------
# Input (mouse look) — used only in fallback mode (no rollback sync)
# ---------------------------------------------------------------------------
## Mouse look variables for fallback mode.
var _mouse_look_sensitivity: float = 0.003
var _mouse_look_invert_y: bool = false
var _mouse_captured: bool = false
## Handle mouse input for looking around in fallback mode.
## Only active when set_process_input(true) was called in _ready.
func _input(event: InputEvent) -> void:
if not is_local or _rollback_sync != null:
return
# Mouse look
if event is InputEventMouseMotion and _mouse_captured:
var rel: Vector2 = event.relative
_yaw -= rel.x * _mouse_look_sensitivity
var invert: float = -1.0 if _mouse_look_invert_y else 1.0
_pitch += rel.y * _mouse_look_sensitivity * invert
_pitch = clamp(_pitch, deg_to_rad(-89.0), deg_to_rad(89.0))
# Click to capture mouse
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
if not _mouse_captured:
_capture_mouse_fallback(true)
func _unhandled_input(event: InputEvent) -> void:
if not is_local or _rollback_sync != null:
return
# Escape to release mouse
if event.is_action_pressed("ui_cancel"):
_capture_mouse_fallback(false)
func _capture_mouse_fallback(capture: bool) -> void:
if capture == _mouse_captured:
return
_mouse_captured = capture
if capture:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
# ---------------------------------------------------------------------------
# Fallback physics — used when RollbackSynchronizer is not available
# (e.g., headless dedicated server without netfox singletons).
# (e.g., headless dedicated server without netfox singletons, or exported builds).
# ---------------------------------------------------------------------------
func _physics_process(delta: float) -> void:
# Only run fallback if RollbackSynchronizer is NOT handling ticks
if _rollback_sync != null:
return
# Read input from PlayerNetInput (if we're the authority)
# Gather current frame input into PlayerNetInput (standalone mode)
var input_node = _find_input_node()
if input_node != null and input_node.has_method(&"_gather"):
input_node._gather()
# Read input from PlayerNetInput (if we're the authority)
if input_node == null:
return