Files
tactical-shooter/server/scripts/simulation_server_stub.gd
T
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

98 lines
2.9 KiB
GDScript

## SimulationServerStub — lightweight GDScript replacement for GDExtension C++ core.
##
## Provides the same API surface so game_server.gd and FPSCharacterController
## work without the compiled GDExtension library. No 128Hz simulation — just
## stores entity state and passes through input. Replace with the C++
## SimulationServer once `scons` builds cleanly.
extends RefCounted
# ---------------------------------------------------------------------------
# Nested: Entity state data
# ---------------------------------------------------------------------------
class Entity:
var id: int = -1
var peer_id: int = -1
var position: Vector3 = Vector3.ZERO
var rotation: Vector3 = Vector3.ZERO
var velocity: Vector3 = Vector3.ZERO
var alive: bool = true
var health: float = 100.0
var input_sequence: int = 0
func is_alive() -> bool:
return alive
# ---------------------------------------------------------------------------
# Config
# ---------------------------------------------------------------------------
var _tick_rate: int = 128
var _movement_config: Dictionary = {}
var _weapon_config: Dictionary = {}
var _history_depth: int = 64
var _next_entity_id: int = 1
var _entities: Dictionary = {} # entity_id → Entity
# ---------------------------------------------------------------------------
# SimulationServer API
# ---------------------------------------------------------------------------
func set_tick_rate(hz: int) -> void:
_tick_rate = hz
func get_tick_rate() -> int:
return _tick_rate
func set_movement_config(cfg: Dictionary) -> void:
_movement_config = cfg
func set_weapon_config(cfg: Dictionary) -> void:
_weapon_config = cfg
func set_history_depth(depth: int) -> void:
_history_depth = depth
func apply_input(entity_id: int, input_dict: Dictionary) -> void:
var e: Entity = _entities.get(entity_id)
if e == null:
return
# Apply movement from input (simplified)
if input_dict.has("move_direction"):
var dir: Vector3 = input_dict["move_direction"]
var speed: float = 5.0
if input_dict.get("sprint", false):
speed = 8.0
elif input_dict.get("crouch", false):
speed = 2.5
e.velocity = dir * speed
e.position += e.velocity * (1.0 / _tick_rate)
# Track input sequence
if input_dict.has("input_sequence"):
e.input_sequence = input_dict["input_sequence"]
func fire_weapon(entity_id: int) -> void:
# Stub: log the event
pass
func get_entity(entity_id: int) -> Entity:
return _entities.get(entity_id)
func spawn_player_entity(peer_id: int, pos: Vector3) -> int:
var e = Entity.new()
e.id = _next_entity_id
e.peer_id = peer_id
e.position = pos
e.alive = true
e.health = 100.0
_entities[_next_entity_id] = e
_next_entity_id += 1
return e.id
func despawn_player_entity(entity_id: int) -> void:
_entities.erase(entity_id)
func tick(delta: float) -> void:
# Stub: in the real C++ SimulationServer this runs the 128Hz simulation
pass
func get_entity_count() -> int:
return _entities.size()