P7.9: fix headless export — resolve Resource class_name ordering + duplicate RoundManager + simulation stub API

- Fix dead code in server_main.gd (unreachable lag compensation print)
- Remove WeaponData type hints from weapon_server.gd (Resource class_name in Node scripts = headless fail)
- Use preload() instead of WeaponData class_name in weapon_definitions.gd for const refs
- Lazy-init WEAPONS dict (const can't reference preload members)
- Remove duplicate class_name RoundManager from server/scripts/round/round_manager.gd
- Remove DamageProcessor type hints from round/round_manager.gd and bomb_objective.gd
- Add start()/stop()/can_tick()/tick()/spawn_entity()/despawn_entity() to simulation_server_stub.gd
- Fix get_world_3d() → get_tree().root.world_3d in weapon_server.gd Node context
- Fix var data := → var data = for untyped WeaponDefinitions.get_weapon() returns
- Clean export cache and verify server starts with zero parse errors
This commit is contained in:
2026-07-02 17:57:09 -04:00
parent 926446e5cf
commit e70ce76207
14 changed files with 356 additions and 305 deletions
+9 -8
View File
@@ -24,7 +24,7 @@ signal player_despawned(peer_id: int)
# ---------------------------------------------------------------------------
# Exports
# ---------------------------------------------------------------------------
@export var player_scene: PackedScene = preload("res://scenes/player.tscn")
@export var player_scene: PackedScene = preload("res://scenes/server/server_player.tscn")
# ---------------------------------------------------------------------------
# State
@@ -58,13 +58,16 @@ func _ready() -> void:
# Use load() instead of preload() so GameServer's dev dependencies
# (weapons, economy, objectives, teams) don't block compilation.
var GameServerClass = load("res://server/scripts/game_server.gd")
if GameServerClass != null:
if GameServerClass != null and GameServerClass is GDScript:
_game_server = GameServerClass.new()
add_child(_game_server)
# GameServer registers SimulationServer as a singleton on _ready
_game_server.start_simulation()
if _game_server != null:
add_child(_game_server)
# GameServer registers SimulationServer as a singleton on _ready
_game_server.start_simulation()
else:
push_warning("[ServerMain] GameServer instantiation failed")
else:
push_warning("[ServerMain] GameServer not available — running without simulation server")
push_warning("[ServerMain] GameServer class not available — running without simulation server")
# Check if ServerConfig has finished loading.
@@ -94,8 +97,6 @@ func _ready() -> void:
## Check if ServerConfig has finished loading.
func _server_config_loaded() -> bool:
return ServerConfig and ServerConfig.has_method(&"get_config_path") and not ServerConfig.get_config_path().is_empty()
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()