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)
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@@ -48,8 +48,11 @@ var entity_to_peer: Dictionary = {} # entity_id (int) → peer_id (int)
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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# Create the SimulationServer
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simulation_server = SimulationServer.new()
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# Create the SimulationServer (stub if GDExtension not compiled)
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var SimServerClass = load("res://server/scripts/simulation_server_stub.gd")
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if ClassDB.class_exists(&"SimulationServer"):
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SimServerClass = ClassDB.instantiate(&"SimulationServer").get_script()
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simulation_server = SimServerClass.new()
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simulation_server.set_tick_rate(128)
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# Apply movement config from ServerConfig singleton if available
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