Commit Graph

13 Commits

Author SHA1 Message Date
shawn 25221bf3cb t_p7.4_port: network_manager to netfox
- Fixed double-emission bug in network_manager.gd: ENet signal connections
  (peer_connected/peer_disconnected) are now only connected when netfox
  NetworkEvents is NOT available, preventing duplicate player_connected/
  player_disconnected signal emissions.
- Fixed stop() to only disconnect ENet signals when they were actually
  connected (mirrors the conditional connection in start_server()).
- Fixed headless parse error in player_net_input.gd: replaced direct
  NetworkTime.before_tick_loop reference with Engine.get_singleton()
  call, avoiding unresolved type identifier in headless mode.
- netfox_bootstrap.gd added as minimal autoload placeholder.
- Dual-path architecture: netfox NetworkEvents when available (editor),
  ENet fallback when netfox unavailable (headless server).
- Broadcast RPCs (spawn, round state, scores) kept as-is since they
  work identically through Godot's MultiplayerAPI in both paths.
2026-07-02 17:39:06 -04:00
shawn db477b4c48 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
2026-07-02 10:24:32 -04:00
shawn ad48f38ca5 feat: integrate ChaffGames FPS template as local player controller
Replaces the overhead box-mesh view with a full FPS character:

- mouse look, WASD movement, jump (Space), crouch (C), sprint (Shift), lean (Q/E)

- 6 weapons (LMB shoot, R reload, scroll switch, F melee, G drop)

- Crosshair HUD, ammo counter, sprint bar

- Client sends position to server at 20Hz for multiplayer visibility

- Server broadcasts positions to all peers

- Remote players shown as boxes (placeholder)

source: https://godotengine.org/asset-library/asset/2652 (MIT license)
2026-07-02 00:26:45 -04:00
shawn f0c95dcfd2 fix: create local player on client so WASD movement works
client_main.gd: when server spawns our player, create a player node with authority

- Camera follows local player from 3/4 overhead view

- player.gd WASD input sends position to server via RPC

- Server validates and broadcasts to all peers
2026-07-02 00:15:08 -04:00
shawn d060ac449d fix: suppress 3 benign startup warnings on Windows client
- Create missing server/plugins/ dir with .gdignore (stops PluginManager warning)

- Create config/default_server_config.cfg (stops ServerConfig error)

- Reorder light look_at after add_child (stops 'not in tree' warning)

- Switch rendering_method from opengl3 to forward_plus (RTX 2080 Vulkan works fine; gray screen was server-scene issue not OpenGL)
2026-07-02 00:05:27 -04:00
shawn e270f34150 fix: client_main defaults to remote server (68.202.6.107) 2026-07-01 22:04:03 -04:00
shawn 82216bfa64 fix: Windows client compile errors — get_world_3d on Node, array type mismatch, null plugin guard, maps format 2026-07-01 21:38:07 -04:00
shawn 705b068ed2 t_p1_hitscan: Add lag-compensated hitscan weapon system
NEW: server/scripts/combat/lag_compensation.gd
  - 128-entry ring buffer of player positions per server tick
  - rewind_and_raycast(tick, origin, direction, range, exclude):
    saves current positions, rewinds to tick-time positions,
    performs PhysicsDirectSpaceState3D.intersect_ray(), restores
  - Falls back to normal raycast if history missing for tick
  - shot_processed signal

NEW: scripts/combat/damage_processor.gd
  - Processes WeaponServer hit results: applies damage, tracks kills
  - Optional distance-based damage falloff
  - player_damaged / player_killed signals
  - Health and kill-count queries

MODIFY: server/scripts/weapons/weapon_server.gd
  - fire() now takes tick parameter: fire(tick, player_id, ...)
  - _perform_hitscan() uses LagCompensation.rewind_and_raycast()
    when lag_compensation reference is set and tick >= 0
  - Non-compensated fallback path preserved

MODIFY: server/scripts/game_server.gd
  - Adds _current_tick counter, incremented each simulation tick
  - Creates WeaponServer + LagCompensation + DamageProcessor as children
  - record_tick() called before each tick's simulation
  - register/unregister_player_node() for player lifecycle
  - _on_player_killed() relays kill events via player_damaged signal

MODIFY: scripts/network/server_main.gd
  - _spawn_player() registers node with GameServer.register_player_node()
  - _despawn_player() unregisters via unregister_player_node()
2026-07-01 20:26:18 -04:00
shawn 3465922be4 t_p6_browser: add workshop map browser with voting (3 files)
- workshop_browser.gd: scans server maps dir for .pck/.tscn files
- map_browser_rpc.gd: client-server RPC bridge for map list/change
- map_vote.gd: simple >50% majority vote with 30s timeout

File scope:
  server/scripts/browser/workshop_browser.gd (NEW)
  scripts/network/map_browser_rpc.gd (NEW)
  server/scripts/browser/map_vote.gd (NEW)
2026-07-01 20:24:23 -04:00
shawn f6d69545c9 feat: implement client-side prediction and reconciliation system
Add client-side prediction (t_p1_pred) with:

- scripts/network/snapshot.gd — lightweight snapshot resource with
  to_dict/from_dict serialization for RPC. Stores position (Vector3),
  rotation (Quaternion), velocity (Vector3), grounded (bool).

- scripts/network/client_prediction.gd — prediction/reconciliation
  controller. 64-entry ring buffer of local snapshots, sends inputs to
  server each physics tick (128Hz, ENet channel 0), detects misprediction
  on server state arrival, rewinds and re-applies unconfirmed inputs.
  Also supports remote player interpolation.

- scripts/network/network_manager.gd — new RPC endpoints for client
  prediction: send_client_input (client->server, ch 0) and
  send_server_state (server->client, ch 1). New signals for routing.

- client/characters/character/fps_character_controller.gd — prediction
  hooks in _physics_process: on_before_tick() captures pre-input
  snapshot, on_after_tick() sends input to server. Client prediction
  path uses local movement (instant feedback) instead of reading from
  SimulationServer entity.

Architecture:
  Each tick: client applies input → predicts new state locally
  → sends input to server → server returns authoritative state
  → client compares and reconciles if mismatch.
2026-07-01 20:21:16 -04:00
shawn d02b112d99 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)
2026-07-01 20:02:05 -04:00
shawn 9ea98aa7b8 Phase 7: Windows client export, preset fix, code fixes
- Fix: export_presets.cfg — platform='Windows Desktop' (not 'Windows'), Windows as [preset.0]
- Fix: plugin_manager.gd — removed class_name (autoload conflict), fixed multiline % formatting
- Fix: Disabled GDExtension temporarily for clean export
- Add: Windows PE32+ x86_64 client binary (109MB) at build/tactical-shooter-windows-x86_64/
- Add: tactical-shooter-windows.zip (portable zip package)
- Build: Linux server binary (78MB) rebuilt
2026-07-01 19:47:12 -04:00
shawn e9dc05983c Save workspace artifacts: character-controller, gdextension scaffold, network scripts, map-pipeline, server config
Includes code from task workspaces that was never pushed:
- client/characters/ — fps_character_controller.gd (400 lines), fps_camera.gd, input_handler.gd
- gdextension/simulation/ — C++ GDExtension scaffold: entity, movement, hit detection, simulation server, state serializer, bitstream (14 files)
- scripts/network/ — ENet-based network_manager.gd, server/client_main.gd, player.gd
- scripts/map_packaging/ — PCK pipeline: pack_map.gd, map_downloader.gd, map_registry_server.py, README
- scripts/config/ — server_config.gd (480 lines)
- scenes/ — client_main, server_main, player, test_range
- project.godot, export_presets.cfg
2026-07-01 18:30:44 -04:00