Files
tactical-shooter/server/scripts/game_server.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

178 lines
6.1 KiB
GDScript

## GameServer — drives the 128Hz simulation loop.
##
## Owns a SimulationServer instance, drives its tick loop in _physics_process,
## and manages weapon configuration. Acts as the bridge between the GDScript
## world (NetworkManager, ServerMain) and the C++ simulation core.
##
## Architecture:
## GameServer (Node, autoload candidate)
## ├── SimulationServer (GDExtension C++) — game state + hit detection
## │ ├── applies client input via apply_input()
## │ └── process_compensated_fire() with lag compensation rewind
## └── WeaponManager (optional, on the player node for client-side rate limit)
##
## Usage (server_main.gd):
## func _ready():
## var gs = GameServer.new()
## add_child(gs)
## gs.configure(ServerConfig.tick_rate, ServerConfig.make_movement_dict())
##
## Standalone / listen-server test:
## var gs = get_node("/root/GameServer")
## if gs: gs.start_simulation()
##
extends Node
# ---------------------------------------------------------------------------
# Signals
# ---------------------------------------------------------------------------
## Emitted after each simulation tick with hit results.
signal tick_completed(tick: int)
## Emitted when a player is damaged (for scoreboard/UI updates).
signal player_damaged(victim_entity_id: int, shooter_entity_id: int, damage: float, killed: bool)
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
var simulation_server: Object = null
var is_running: bool = false
# Map entity_id → peer_id for broadcasting damage events
var entity_to_peer: Dictionary = {} # entity_id (int) → peer_id (int)
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
# Create the SimulationServer (stub if GDExtension not compiled)
var SimServerClass = load("res://server/scripts/simulation_server_stub.gd")
if ClassDB.class_exists(&"SimulationServer"):
SimServerClass = ClassDB.instantiate(&"SimulationServer").get_script()
simulation_server = SimServerClass.new()
simulation_server.set_tick_rate(128)
# Apply movement config from ServerConfig singleton if available
if ServerConfig and ServerConfig.has_method(&"make_movement_dict"):
simulation_server.set_movement_config(ServerConfig.make_movement_dict())
# Configure the default hitscan weapon (Assault Rifle)
simulation_server.set_weapon_config({
"base_damage": 30.0,
"head_multiplier": 4.0,
"body_multiplier": 1.0,
"arm_multiplier": 0.75,
"leg_multiplier": 0.6,
"max_range": 500.0,
"spread_degrees": 0.5,
"fire_rate_hz": 10.0,
})
# Set history depth for lag compensation (64 ticks = ~500ms at 128Hz)
simulation_server.set_history_depth(64)
# Register as singleton so FPSCharacterController can find us
Engine.register_singleton("SimulationServer", simulation_server)
print("[GameServer] SimulationServer created. Tick rate: %d Hz" % simulation_server.get_tick_rate())
func _exit_tree() -> void:
if simulation_server:
simulation_server.stop()
simulation_server = null
# ---------------------------------------------------------------------------
# Public API
# ---------------------------------------------------------------------------
## Start the simulation.
func start_simulation() -> void:
if is_running:
return
if simulation_server == null:
push_error("[GameServer] SimulationServer is null, cannot start")
return
simulation_server.start()
is_running = true
print("[GameServer] Simulation started")
## Stop the simulation.
func stop_simulation() -> void:
if not is_running:
return
if simulation_server:
simulation_server.stop()
is_running = false
print("[GameServer] Simulation stopped")
## Spawn a player entity and map to peer ID.
## Returns the entity ID assigned by the simulation server.
func spawn_player_entity(peer_id: int, spawn_pos: Vector3) -> int:
if simulation_server == null:
return -1
if not is_running:
start_simulation()
var entity_id: int = simulation_server.spawn_entity(spawn_pos)
if entity_id < 0 or entity_id >= 65535:
push_error("[GameServer] Failed to spawn entity for peer %d" % peer_id)
return -1
entity_to_peer[entity_id] = peer_id
print("[GameServer] Spawned entity %d for peer %d at (%.1f, %.1f, %.1f)" % [entity_id, peer_id, spawn_pos.x, spawn_pos.y, spawn_pos.z])
return entity_id
## Despawn a player entity.
func despawn_player_entity(entity_id: int) -> void:
if simulation_server == null:
return
if entity_id >= 0:
simulation_server.despawn_entity(entity_id)
# Remove from mapping
if entity_id in entity_to_peer:
entity_to_peer.erase(entity_id)
## Get the peer ID for a given entity ID.
func get_peer_for_entity(entity_id: int) -> int:
return entity_to_peer.get(entity_id, -1)
## Get the underlying SimulationServer reference.
func get_simulation_server() -> Object:
return simulation_server
## Configure weapon damage profile.
func set_weapon(config: Dictionary) -> void:
if simulation_server:
simulation_server.set_weapon_config(config)
# ---------------------------------------------------------------------------
# Main loop (128 Hz)
# ---------------------------------------------------------------------------
func _physics_process(delta: float) -> void:
if not is_running or simulation_server == null:
return
# Drive the fixed-timestep simulation loop
while simulation_server.can_tick(delta):
var snapshot: PackedByteArray = simulation_server.tick()
# snapshot is the serialized state — send to network layer in Phase 2
# For now, just emit the tick completed signal
tick_completed.emit(simulation_server.get_stats().get("tick_count", 0))
# Check for hit results and emit damage events
var hit_result: Dictionary = simulation_server.get_last_hit_result()
if hit_result.get("hit", false):
var victim_id: int = hit_result.get("entity_id", -1)
var damage: float = hit_result.get("damage", 0.0)
var killed: bool = hit_result.get("killed", false)
# For now we don't know the shooter — this will be wired in Phase 2
player_damaged.emit(victim_id, -1, damage, killed)