Phase 7: test server deployment + Windows export

- Fix: export_presets.cfg — platform='Windows Desktop' (correct name)
- Fix: server_main.gd — formatting bug on lag-comp string
- Fix: game_server.gd — auto-detect GDExtension, fall back to GDScript stub
- Add: server/scripts/simulation_server_stub.gd — lightweight SimulationServer in GDScript
- Add: docs/playtest-guide.md — connection instructions, control bindings, server commands
- Add: systemd user service — tactical-shooter-server (enabled, running)
- Add: server config at ~/tactical-shooter-server/server_config.cfg
- Build: Windows 109MB PE32+ client (build/tactical-shooter-windows-x86_64/)
- Build: Linux server binary (78MB) — running on oplabs:34197
- Temporarily disabled GDExtension (needs C++ build fix in entity.cpp enum casting)
This commit is contained in:
2026-07-01 20:02:05 -04:00
parent 2582cb1b0d
commit d02b112d99
13 changed files with 186 additions and 191 deletions
+2 -1
View File
@@ -75,7 +75,8 @@ func _ready() -> void:
print("[ServerMain] Maps: %s" % 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()])
print("[ServerMain] Lag comp: Enabled (64-tick history = %dms)" % [64.0 * 1000.0 / ServerConfig.tick_rate])
var lag_comp_ms: float = 64.0 * 1000.0 / ServerConfig.tick_rate
print("[ServerMain] Lag comp: Enabled (64-tick history = %.1fms)" % lag_comp_ms)
func _exit_tree() -> void:
NetworkManager.stop()