2cf57a989f0d9018bd38514f880340996f518d30
Implementation: - server/scripts/rcon_server.gd — TCPServer-based listener, auth state machine (3-strike penalty), per-frame I/O polling, StreamPeerTCP per-connection management, IP-based auth timeout - server/scripts/rcon_command_handler.gd — 14-command dispatch table, signal-based dispatch for game-affecting commands (changelevel, kick, ban, say, players, exec), inline handlers for help/echo/status/quit and cvar operations via optional CvarRegistry singleton (t_p4_config) - server/data/rcon_password.cfg — default password file (gitignored) - .gitignore — exclude password file from version control Protocol: Source-RCON-inspired lightweight TCP, newline-delimited commands, END-terminated multi-line responses. First message = password auth. 3 failed auth attempts → 5s reconnect penalty. CvarRegistry integration: auto-detects /root/CvarRegistry singleton on _ready() and reads rcon_enabled, rcon_port, rcon_password if present.
Tactical Shooter
A competitive, round-based tactical FPS built in Godot 4.
- 128-tick authoritative dedicated servers
- GDExtension (C++) simulation core
- Community-hostable, self-hosted server browser
- Map-making SDK for community maps
See PLANS/PROJECT_PLAN.md for the full build plan.