Fix simulation_server_stub Entity class conflict + ServerConfig load timing
- Renamed inner class Entity→StubEntity (Godot has native Entity class) - Added await ServerConfig.config_loaded before reading map_list in server_main.gd - Config loads via call_deferred, so _ready() must wait for signal
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@@ -7,9 +7,9 @@
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extends RefCounted
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# ---------------------------------------------------------------------------
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# Nested: Entity state data
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# Nested: StubEntity state data
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# ---------------------------------------------------------------------------
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class Entity:
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class StubEntity:
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var id: int = -1
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var peer_id: int = -1
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var position: Vector3 = Vector3.ZERO
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@@ -30,7 +30,7 @@ var _movement_config: Dictionary = {}
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var _weapon_config: Dictionary = {}
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var _history_depth: int = 64
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var _next_entity_id: int = 1
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var _entities: Dictionary = {} # entity_id → Entity
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var _entities: Dictionary = {} # entity_id → StubEntity
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# ---------------------------------------------------------------------------
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# SimulationServer API
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@@ -51,7 +51,7 @@ func set_history_depth(depth: int) -> void:
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_history_depth = depth
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func apply_input(entity_id: int, input_dict: Dictionary) -> void:
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var e: Entity = _entities.get(entity_id)
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var e: StubEntity = _entities.get(entity_id)
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if e == null:
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return
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# Apply movement from input (simplified)
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@@ -72,11 +72,11 @@ func fire_weapon(entity_id: int) -> void:
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# Stub: log the event
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pass
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func get_entity(entity_id: int) -> Entity:
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func get_entity(entity_id: int) -> StubEntity:
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return _entities.get(entity_id)
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func spawn_player_entity(peer_id: int, pos: Vector3) -> int:
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var e = Entity.new()
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var e = StubEntity.new()
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e.id = _next_entity_id
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e.peer_id = peer_id
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e.position = pos
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