Files
tactical-shooter/scripts/headless_server.gd
T
shawn 5b93c514c7 Phase 8: Headless dedicated server + RCON admin + netfox bootstrap
## Headless Server
- New entry point: scenes/headless_server.tscn + scripts/headless_server.gd
- Loads multiplayer-fps game, strips UI/rendering, auto-hosts ENet server
- Port config via --port arg, SERVER_PORT env, or default 34197
- RCON admin console on port 28960 (configurable via --rcon-port)

## Netfox Headless Bootstrap
- scripts/netfox_headless_bootstrap.gd — preloads all netfox dependency
  scripts in headless mode so class_names register before autoloads parse
- Registered as first autoload in project.godot
- Fixes 'Could not find type' errors for NetfoxLogger, NorayProtocolHandler,
  NetworkClocks, etc.

## RCON Admin
- Ported from old project: scripts/rcon/rcon_server.gd (TCP auth layer)
- scripts/rcon/rcon_command_handler.gd (command dispatch)
- Password via config/rcon_password.cfg, --rcon-password, or RCON_PASSWORD env

## Other Changes
- Added GameEvents stub (lan-bootstrapper dependency)
- Updated project.godot features to 4.7
- Added config/server_config.cfg for operator editing
- Updated RCON paths to new project structure
2026-07-02 21:49:49 -04:00

257 lines
8.6 KiB
GDScript

## HeadlessServer — Dedicated server entry point for headless mode.
##
## Loads the multiplayer-fps game scene, strips UI/rendering overhead,
## and auto-starts the ENet server. Designed to run with `--headless`.
##
## Usage:
## godot --headless --scene res://scenes/headless_server.tscn
## godot --headless --scene res://scenes/headless_server.tscn -- --port 34197
##
## Architecture:
## This script runs as the main scene root in headless mode.
## 1. Loads multiplayer-fps.tscn (the full game scene)
## 2. Removes Environment (sky/light/camera) and UI (HUD/network popup)
## 3. Starts the ENet server on the configured port
## 4. Calls RoundManager.start_match() to begin gameplay
## 5. Listens for player connections via NetworkEvents
extends Node
## Default server port.
const DEFAULT_PORT: int = 34197
## The multiplayer-fps game scene.
var _game_scene: Node = null
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
print("[HeadlessServer] Starting dedicated server...")
# Determine port from command-line args or default
var port: int = _parse_port()
print("[HeadlessServer] Port: %d" % port)
# Load the multiplayer-fps game scene
var GameScene := load("res://examples/multiplayer-fps/multiplayer-fps.tscn")
if GameScene == null:
push_error("[HeadlessServer] Failed to load multiplayer-fps.tscn")
get_tree().quit(1)
return
_game_scene = GameScene.instantiate()
add_child(_game_scene)
# Strip UI and rendering overhead
_strip_for_headless()
# Start RCON admin console
_start_rcon()
# Wait one frame for scene to settle, then host
await get_tree().process_frame
await get_tree().process_frame
# Start the ENet server
_start_server(port)
func _exit_tree() -> void:
_stop_server()
# ---------------------------------------------------------------------------
# Strip scene for headless mode
# ---------------------------------------------------------------------------
## Remove nodes that are useless in headless mode: rendering, UI, audio.
func _strip_for_headless() -> void:
if _game_scene == null:
return
# Remove Environment (sky, light, camera, world environment)
var env := _game_scene.get_node_or_null("Environment")
if env:
env.queue_free()
print("[HeadlessServer] Removed Environment node")
# Remove UI (network popup, HUD, crosshair, etc.)
var ui := _game_scene.get_node_or_null("UI")
if ui:
ui.queue_free()
print("[HeadlessServer] Removed UI node")
# Verify critical game logic nodes exist
var network := _game_scene.get_node_or_null("Network")
if network == null:
push_error("[HeadlessServer] Missing Network node in game scene!")
return
for required in ["Player Spawner", "TeamManager", "RoundManager", "EconomyManager", "Bomb"]:
if network.get_node_or_null(required) == null:
push_warning("[HeadlessServer] Missing Network/%s — some features disabled" % required)
print("[HeadlessServer] Scene stripped for headless mode")
# ---------------------------------------------------------------------------
# Server startup
# ---------------------------------------------------------------------------
func _start_server(port: int) -> void:
# Create ENet peer directly (same as lan-bootstrapper.gd::host())
var peer := ENetMultiplayerPeer.new()
var err := peer.create_server(port)
if err != OK:
push_error("[HeadlessServer] Failed to create ENet server on port %d: %s" % [port, error_string(err)])
get_tree().quit(1)
return
get_tree().get_multiplayer().multiplayer_peer = peer
get_tree().get_multiplayer().server_relay = true
print("[HeadlessServer] ENet server started on port %d" % port)
# Wait for NetworkEvents to fire on_server_start
await get_tree().process_frame
# The player-spawner.gd handles on_server_start by spawning the host avatar
# and calling round_manager.start_match(). If NetworkEvents fires it, we're set.
# Otherwise, manually start the match.
if NetworkEvents and NetworkEvents.enabled:
print("[HeadlessServer] NetworkEvents active — waiting for on_server_start")
else:
# Fallback: manually start NetworkTime and signal server start
print("[HeadlessServer] NetworkEvents not available — manually bootstrapping")
_manual_startup()
func _stop_server() -> void:
var mp := get_tree().get_multiplayer()
if mp and mp.multiplayer_peer:
mp.multiplayer_peer.close()
mp.multiplayer_peer = null
print("[HeadlessServer] Server stopped")
## Fallback startup when NetworkEvents isn't available.
func _manual_startup() -> void:
# Start NetworkTime if available
if Engine.has_singleton("NetworkTime"):
var nt = Engine.get_singleton("NetworkTime")
if nt and nt.has_method("start"):
nt.start()
print("[HeadlessServer] NetworkTime started manually")
# Find and start the match via RoundManager
var network := _game_scene.get_node_or_null("Network") if _game_scene else null
if network == null:
return
var spawner := network.get_node_or_null("Player Spawner")
if spawner:
# Manually call the host handler that spawns the host avatar
if spawner.has_method("_handle_host"):
spawner._handle_host()
print("[HeadlessServer] PlayerSpawner._handle_host() called")
# Manually emit peer join for host (peer 1)
if Engine.has_singleton("NetworkEvents"):
var ne = Engine.get_singleton("NetworkEvents")
if ne and ne.has_signal("on_server_start"):
ne.on_server_start.emit()
print("[HeadlessServer] Emitted NetworkEvents.on_server_start")
if ne and ne.has_signal("on_peer_join"):
ne.on_peer_join.emit(1)
print("[HeadlessServer] Emitted NetworkEvents.on_peer_join(1)")
# Start the match via RoundManager
var round_mgr := network.get_node_or_null("RoundManager")
if round_mgr:
if round_mgr.has_method("start_match"):
round_mgr.call_deferred("start_match")
print("[HeadlessServer] RoundManager.start_match() called")
elif round_mgr.has_method("start_round"):
round_mgr.call_deferred("start_round")
print("[HeadlessServer] RoundManager.start_round() called")
print("[HeadlessServer] Manual startup complete")
# ---------------------------------------------------------------------------
# RCON admin console
# ---------------------------------------------------------------------------
## Start the RCON TCP admin console.
func _start_rcon() -> void:
var rcon_path := "res://scripts/rcon/rcon_server.gd"
if not ResourceLoader.exists(rcon_path):
print("[HeadlessServer] RCON script not found — skipping")
return
var RconServerClass := load(rcon_path)
if RconServerClass == null:
return
var rcon = RconServerClass.new()
rcon.name = "RconServer"
rcon.enabled = true
rcon.port = _parse_rcon_port()
rcon.password = _parse_rcon_password()
add_child(rcon)
print("[HeadlessServer] RCON admin console started on port %d" % rcon.port)
## Parse RCON port from args/env.
func _parse_rcon_port() -> int:
var args := OS.get_cmdline_args()
for i in range(args.size()):
if args[i] == "--rcon-port" and i + 1 < args.size():
return clampi(args[i + 1].to_int(), 1024, 65535)
if OS.has_environment("RCON_PORT"):
return clampi(OS.get_environment("RCON_PORT").to_int(), 1024, 65535)
return 28960 # default RCON port
## Parse RCON password from args/env/file.
func _parse_rcon_password() -> String:
var args := OS.get_cmdline_args()
for i in range(args.size()):
if args[i] == "--rcon-password" and i + 1 < args.size():
return args[i + 1]
if OS.has_environment("RCON_PASSWORD"):
return OS.get_environment("RCON_PASSWORD")
# Try loading from file
var pw_path := "res://config/rcon_password.cfg"
if ResourceLoader.exists(pw_path):
var f := FileAccess.open(pw_path, FileAccess.READ)
if f:
var line := f.get_line().strip_edges()
f.close()
if not line.is_empty() and not line.begins_with("#"):
return line
return "changeme"
# ---------------------------------------------------------------------------
# Port parsing
# ---------------------------------------------------------------------------
func _parse_port() -> int:
# Check user args (after -- separator): --port 34197
var user_args := OS.get_cmdline_user_args()
for i in range(user_args.size()):
if user_args[i] == "--port" and i + 1 < user_args.size():
var p := user_args[i + 1].to_int()
if p > 0 and p < 65536:
return p
# Check all args as fallback
var args := OS.get_cmdline_args()
for i in range(args.size()):
if args[i] == "--port" and i + 1 < args.size():
var p := args[i + 1].to_int()
if p > 0 and p < 65536:
return p
# Check environment variable
if OS.has_environment("SERVER_PORT"):
var p := OS.get_environment("SERVER_PORT").to_int()
if p > 0 and p < 65536:
return p
return DEFAULT_PORT