Files
tactical-shooter/scripts/netfox_headless_bootstrap.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

90 lines
4.8 KiB
GDScript

## NetfoxHeadlessBootstrap — Preload netfox dependencies for headless/server mode.
##
## In headless mode (`--headless`), Godot doesn't run EditorPlugin script
## scanning, so `class_name` registrations from addon scripts don't happen
## automatically. This causes parse errors when netfox autoloads reference
## class_names like `NetfoxLogger`, `NorayProtocolHandler`, etc.
##
## This bootstrap MUST be the FIRST autoload in project.godot (before any
## netfox autoload). It preloads all dependency scripts so their class_names
## are registered before netfox's own autoloads are parsed.
##
## Architecture:
## project.godot autoload order:
## 1. NetfoxHeadlessBootstrap (this script) ← preloads all deps
## 2. Async
## 3. Noray
## 4. NetworkTime
## 5. NetworkEvents
## 6. ... (all other netfox autoloads)
##
## This only executes in headless mode. In editor mode, the EditorPlugin
## handles class_name registration normally.
extends Node
func _init() -> void:
# Only needed in headless mode — editor mode handles class_names via EditorPlugin
if DisplayServer.get_name() != "headless":
return
print("[NetfoxHeadlessBootstrap] Headless mode detected — preloading netfox dependencies...")
# Core netfox internals used by all netfox modules
_load_safe("res://addons/netfox.internals/logger.gd") # NetfoxLogger
# Time system — used by NetworkTime autoload
_load_safe("res://addons/netfox/time/network-clocks.gd") # NetworkClocks
_load_safe("res://addons/netfox/time/network-tickrate-handshake.gd") # NetworkTickrateHandshake
_load_safe("res://addons/netfox/network-time-synchronizer.gd") # NetworkTimeSynchronizer
# Noray system — used by Noray autoload
_load_safe("res://addons/netfox.noray/protocol-handler.gd") # NorayProtocolHandler
# Rollback internals — used by NetworkRollback
_load_safe("res://addons/netfox.internals/ring-buffer.gd") # _RingBuffer
_load_safe("res://addons/netfox.internals/history-buffer.gd") # _HistoryBuffer
_load_safe("res://addons/netfox.internals/bimap.gd") # _BiMap
_load_safe("res://addons/netfox.internals/set.gd") # _Set
_load_safe("res://addons/netfox/properties/property-cache.gd") # PropertyCache
_load_safe("res://addons/netfox/properties/property-entry.gd") # PropertyEntry
_load_safe("res://addons/netfox/properties/property-config.gd") # _PropertyConfig
_load_safe("res://addons/netfox/properties/property-snapshot.gd") # _PropertySnapshot
_load_safe("res://addons/netfox/rollback/rollback-synchronizer.gd") # RollbackSynchronizer
_load_safe("res://addons/netfox/rewindable-action.gd") # RewindableAction
_load_safe("res://addons/netfox/tick-interpolator.gd") # TickInterpolator
_load_safe("res://addons/netfox.extras/base-net-input.gd") # BaseNetInput
# Weapon system (for multiplayer-fps)
_load_safe("res://addons/netfox.extras/weapon/network-weapon.gd") # NetworkWeapon
_load_safe("res://addons/netfox.extras/weapon/network-weapon-hitscan-3d.gd") # NetworkWeaponHitscan3D
_load_safe("res://addons/netfox.extras/weapon/network-weapon-proxy.gd") # _NetworkWeaponProxy
# State synchronizer — used for non-rollback state sync
_load_safe("res://addons/netfox/state-synchronizer.gd") # StateSynchronizer
# Schema system — used behind the scenes
_load_safe("res://addons/netfox/schemas/network-schema.gd") # _NetworkSchema
_load_safe("res://addons/netfox/schemas/network-schemas.gd") # NetworkSchemas
_load_safe("res://addons/netfox/schemas/network-schema-serializer.gd") # NetworkSchemaSerializer
# Serializers — needed internally
_load_safe("res://addons/netfox/serializers/base-snapshot-serializer.gd") # _BaseSnapshotSerializer
_load_safe("res://addons/netfox/serializers/tickset-serializer.gd") # _TicksetSerializer
# Servers — some needed for NetworkRollback internals
_load_safe("res://addons/netfox/servers/data/snapshot.gd") # _Snapshot
_load_safe("res://addons/netfox/servers/data/network-identifier.gd") # _NetworkIdentifier
_load_safe("res://addons/netfox/servers/data/network-identity-reference.gd") # _NetworkIdentityReference
_load_safe("res://addons/netfox/servers/data/object-snapshot.gd") # _ObjectSnapshot
_load_safe("res://addons/netfox/servers/data/per-object-history.gd") # _PerObjectHistory
_load_safe("res://addons/netfox/servers/data/property-pool.gd") # _PropertyPool
print("[NetfoxHeadlessBootstrap] ✓ All netfox dependencies preloaded")
## Load a script and catch errors gracefully.
func _load_safe(path: String) -> void:
var script = load(path)
if script == null:
push_warning("[NetfoxHeadlessBootstrap] Failed to load: %s" % path)