Commit Graph

13 Commits

Author SHA1 Message Date
shawn f20d532add t_p1_round: Add round/match lifecycle system (RoundManager)
- New server/scripts/round/round_manager.gd with:
  - RoundPhase enum (WARMUP, PREP, LIVE, POST)
  - Round life cycle: warmup -> prep (15s) -> live (105s) -> post (8s)
  - Team elimination detection using entity->peer->team mappings
  - Time-expired round ending (default: CT wins)
  - Economy hooks: win money (250), loss money (900 escalating to 900), kill bonus (00)
  - All requested signals: round_phase_changed, round_started, round_ended, match_point, warmup_ended, round_economy_data

- Updated GameServer:
  - Creates and wires RoundManager in _ready()
  - Connects DamageProcessor.player_killed -> round tracking + elimination detection
  - Added peer_to_entity mapping for backwards entity lookup
  - Added RCON command handler (_on_rcon_command) for start_match/end_round

- Updated RCON command handler:
  - Added start_match and end_round to dispatch list and help text
2026-07-01 20:30:01 -04:00
shawn 46ff83325f t_p2: Add team, spawn, and buy-zone system
- team_data.gd: Team enum (SPECTATOR/CT/Terrorist), constants for names,
  colors, starting money, and spawn groups; TeamData resource class
- team_manager.gd: Player-to-team assignment, auto-balancing, score
  tracking; round-independent (persists across rounds)
- spawn_manager.gd: Scans scene for Marker3D nodes in spawn_points_ct
  and spawn_points_t groups; selects valid spawns (farthest from enemies
  with proximity check, fallback to first available)
- buy_zone.gd: Area3D-based trigger zone with team filtering, player
  enter/exit tracking and signals
- test_range.tscn: Added 2 CT spawn markers and 2 T spawn markers with
  appropriate groups
2026-07-01 20:24:16 -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 2452aba0d7 feat: implement weapon set system (t_p2_weapons)
- WeaponData resource class with configurable weapon properties and
  pre-configured constants for rifle, pistol, shotgun, and SMG
- WeaponDefinitions singleton/static registry with WEAPONS dictionary
- WeaponServer node for server-authoritative weapon logic including
  fire rate cooldowns, ammo tracking, reload state machine, and
  multi-pellet hit-scan raycasting
- Extended WeaponManager with weapon inventory array, weapon switching,
  per-weapon state persistence, fire_animation_triggered signal
2026-07-01 20:16:22 -04:00
shawn 3c3251fa7a feat: add t_p1_greybox — greybox test map scene
Creates test_range.tscn under client/assets/maps/test_range/ as a simple
open-area test map for validating movement, shooting, and networking.

Layout:
- 80×80 open area with grey floor (CSGBox3D, 12 tris)
- Low platform (center, 1 unit high, gold)
- Medium platform (east, 2 units high, gold)
- High platform (north-west, 3 units high, red)
- Ramp (south, tilted ~20°, leads ground to low platform top)
- Enclosure/room (east, 12×12 interior, 4-unit walls, south doorway)
- SpawnPoint (Marker3D) with group 'spawn_points'
- DirectionalLight3D (sun) + WorldEnvironment
- All geometry uses Solid-color StandardMaterial3D placeholders
- Collision enabled on all CSGBox3D shapes
- ~132 tris total (well under 500 budget)
2026-07-01 20:15:34 -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 e385eae0f5 feat: performance budget profiling setup
- docs/performance-budget.md: 60fps/2GB VRAM budget with CPU, GPU,
  memory, and draw-call targets (P95<16.6ms, P99<50ms)
- scripts/profiling/: SceneTree + Node profilers, test scenes
- scripts/generate_occluders.gd: auto-generate OccluderInstance3D
  from CSG wall pieces (128^3 voxel occlusion culling)
- scripts/convert_csg_to_mesh.gd: CSG->StaticMesh baker with LOD
  slots (LOD1@15m, LOD2@30m)
- project.godot: occlusion culling + LOD settings enabled
- modular scene UV2 data from lightmapping pass
- rcon_command_handler.gd conflict resolved (kept upstream plugin cmd)
- Fixed profiler_node.gd warmup frame bug (60 frames, not 3)
- Fixed convert_csg_to_mesh.gd LOD API (add_lod + distance)
2026-07-01 19:01:03 -04:00
shawn ffa72a8f24 t_p5_validator: add 5 Godot 4 map validator scripts
- validate_map.gd — scene structure validator (CSG combiner root, spawn groups,
  bomb sites, buy zones, map bounds, LightmapGI config, lighting setup)
- validate_polycount.gd — CSG triangle budget checker
  (<50K faces, <5K per node, <200 CSG nodes)
- validate_textures.gd — texture size ≤1K, mipmaps, UV2 checker
- validate_lights.gd — dynamic lights ≤4, bake mode validator
- bake_lightmaps.gd — LightmapGI config checker
  (quality, bounces, texel_scale, interior, denoiser)

All scripts: @tool SceneTree, accept scene path via -- separator,
exit 0=pass / 1=fail / 2=scene-not-found. 443-610 lines each.
2026-07-01 18:35:52 -04:00
shawn 589b90d886 fix: FPS character controller review fixes
- Camera: Make view bob additive to crouch eye height (was overwriting position.y)
- Camera: Sustain sprint FOV kick while sprinting (was recovering immediately)
- Camera: Remove unused _was_sprinting variable
- Controller: Use just_pressed for jump (was sending every frame while held)
- Controller: Direct input dict assignment instead of merge() to avoid alloc
- Controller: Add clearer comments on server-authoritative readback mode
2026-07-01 18:35:16 -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
shawn 16e062c739 build: baked lighting pass on kit_demo test map
Restructured kit_demo.tscn from linear demo to enclosed 5.12x5.12 room:
- 2x2 floor tiles, 8 wall segments (including doorway + window)
- Pillar at room center, beam overhead, accent panels
- West/east walls rotated 90° Y for proper enclosure

Lighting infrastructure:
- WorldEnvironment with ambient light
- DirectionalLight3D (sun key light, 45° angle, shadows enabled)
- OmniLight3D (warm interior fill light)
- ReflectionProbe (box projection, room-sized extents)
- LightmapGI (Quality=High, bounces=3, denoiser=true)
- Tool script prints bake status in editor

Scripts:
- bake_lighting.gd: validates LightmapGI config from CLI
- validate_scene.gd: full scene validation (17 checks, all pass)

Note: Godot 4.7 removed LightmapGI.bake() from runtime API.
Baking must be done in the editor: select LightmapGI node > Bake Lightmap.
2026-07-01 00:28:55 -04:00
shawn d631ff784a build: baked lighting pass on kit_demo test map
- Restructured kit_demo.tscn from linear demo to enclosed 5.12x5.12 room
  with walls, floor tiles, pillar, beam, doorway, window
- Added WorldEnvironment with ProceduralSky for ambient lighting
- Added DirectionalLight3D (sun key light, 45° angle, shadows enabled)
- Added OmniLight3D (warm interior fill light)
- Added ReflectionProbe for interior specular reflections
  (box projection, room-sized extents)
- Added LightmapGI with balanced quality settings
  (bounces=3, texel_scale=1.0, max_texture_size=2048, denoiser=true)
- Added tool script (kit_demo.gd) that prints bake status in editor
- Added bake_lighting.gd CLI bake script (requires GPU-enabled instance)
- Updated project.godot with reflection atlas and shadow map quality settings

Headless baking note: Godot's standard editor build requires a GPU/display
for LightmapGI.bake(). Open the scene in the Godot editor and click 'Bake
Lightmap' on the LightmapGI node to generate the baked lightmap data.
2026-07-01 00:10:19 -04:00