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
+33 -7
View File
@@ -31,6 +31,8 @@ var _weapon_config: Dictionary = {}
var _history_depth: int = 64
var _next_entity_id: int = 1
var _entities: Dictionary = {} # entity_id → StubEntity
var _running: bool = false
var _last_hit_result: Dictionary = {}
# ---------------------------------------------------------------------------
# SimulationServer API
@@ -50,6 +52,28 @@ func set_weapon_config(cfg: Dictionary) -> void:
func set_history_depth(depth: int) -> void:
_history_depth = depth
func start() -> void:
_running = true
func stop() -> void:
_running = false
func can_tick(delta: float) -> bool:
return _running
func tick() -> PackedByteArray:
# Stub: returns empty snapshot
return PackedByteArray()
func get_stats() -> Dictionary:
return {
"tick_count": 0,
"entity_count": _entities.size(),
}
func get_last_hit_result() -> Dictionary:
return _last_hit_result
func apply_input(entity_id: int, input_dict: Dictionary) -> void:
var e: StubEntity = _entities.get(entity_id)
if e == null:
@@ -75,10 +99,9 @@ func fire_weapon(entity_id: int) -> void:
func get_entity(entity_id: int) -> StubEntity:
return _entities.get(entity_id)
func spawn_player_entity(peer_id: int, pos: Vector3) -> int:
func spawn_entity(pos: Vector3) -> int:
var e = StubEntity.new()
e.id = _next_entity_id
e.peer_id = peer_id
e.position = pos
e.alive = true
e.health = 100.0
@@ -86,12 +109,15 @@ func spawn_player_entity(peer_id: int, pos: Vector3) -> int:
_next_entity_id += 1
return e.id
func despawn_player_entity(entity_id: int) -> void:
_entities.erase(entity_id)
func spawn_player_entity(peer_id: int, pos: Vector3) -> int:
var entity_id = spawn_entity(pos)
var e: StubEntity = _entities.get(entity_id)
if e:
e.peer_id = peer_id
return entity_id
func tick(delta: float) -> void:
# Stub: in the real C++ SimulationServer this runs the 128Hz simulation
pass
func despawn_entity(entity_id: int) -> void:
_entities.erase(entity_id)
func get_entity_count() -> int:
return _entities.size()