Files
tactical-shooter/scripts/headless_server.gd
T
shawn 70105d8b68 Fix property-pool rollback errors in headless server
The dedicated server was spawning a host avatar (peer 1) via
player-spawner._handle_host() and _handle_new_peer(1) on startup,
which registered RollbackSynchronizer subjects with the netfox
rollback system. Since no client input exists for peer 1, the
rollback system tried to record state for freed/recycled objects,
flooding the log with property-pool.gd errors.

Fix:
- Add spawn_host_avatar @export flag to player-spawner.gd
- Set it false in headless_server.gd before starting the ENet server
- PlayerSpawner._handle_host() skips avatar spawn when flag is false
- PlayerSpawner._handle_new_peer(1) skips avatar spawn when flag is false

Server startup is now clean: no property-pool errors, no RPC path errors.
2026-07-02 22:34:32 -04:00

259 lines
8.7 KiB
GDScript

## HeadlessServer — Dedicated server entry point for headless mode.
##
## Loads the multiplayer-fps game scene DIRECTLY under /root/ (as a sibling,
## not a child), so RPC node paths match what clients expect.
##
## Usage:
## godot --headless --scene res://scenes/headless_server.tscn
## godot --headless --scene res://scenes/headless_server.tscn -- --port 34197
##
## Architecture:
## This script runs as a temporary scene root. It loads multiplayer-fps.tscn
## and adds it directly under get_tree().root so node paths (e.g.
## /root/multiplayer-fps/Network/TeamManager) are identical on both
## server and client.
##
## 1. Loads multiplayer-fps.tscn, adds to /root/
## 2. Removes Environment and UI
## 3. Starts ENet server
## 4. RCON admin console on configurable port
extends Node
## Default server port.
const DEFAULT_PORT: int = 34197
## Reference to the multiplayer-fps game scene (at root level).
var _game_scene: Node = null
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
print("[HeadlessServer] Starting dedicated server...")
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()
# CRITICAL: Add game scene directly to /root/ as a sibling, NOT as child.
# This ensures RPC node paths are the same on both server and client.
# Must use call_deferred because we're still in _ready().
# Strip BEFORE adding to tree so queue_free works cleanly.
_strip_for_headless()
get_tree().root.call_deferred("add_child", _game_scene)
# Start RCON admin console
_start_rcon()
# Set dedicated server flag on the player spawner to prevent
# spawning a host avatar (peer 1) that would cause rollback errors.
# Must be set before the ENet server starts (before on_server_start fires).
var spawner = _game_scene.get_node_or_null("Network/Player Spawner")
if spawner:
spawner.spawn_host_avatar = false
print("[HeadlessServer] Set spawn_host_avatar=false on PlayerSpawner")
# Wait for game scene to enter the tree
await get_tree().process_frame
await get_tree().process_frame
# Set current scene after it's safely in the tree
get_tree().current_scene = _game_scene
print("[HeadlessServer] Game scene added to root, current_scene updated")
# 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
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
# NetworkEvents handles on_server_start -> player-spawner -> round_manager
if NetworkEvents and NetworkEvents.enabled:
print("[HeadlessServer] NetworkEvents active — waiting for on_server_start")
else:
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:
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")
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:
if spawner.has_method("_handle_host"):
spawner._handle_host()
print("[HeadlessServer] PlayerSpawner._handle_host() called")
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)")
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
# ---------------------------------------------------------------------------
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)
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
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")
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:
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
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
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