926446e5cf
- FPSCharacterController: removed SimulationServer dependency, added _rollback_tick() with acceleration-based CharacterBody3D movement, gravity, jump, crouch/sprint speed. Kept mouse look, crouch lerp, sprint/crouch toggle, _move_local() standalone fallback. - Player: extends FPSCharacterController (CharacterBody3D). Added authority-guarded _rollback_tick that delegates to super for server and local client prediction. TickInterpolator created dynamically (avoids headless class_name parse errors). PlayerNetInput child wired via existing RollbackSynchronizer input_properties. - player.tscn: CharacterBody3D root with FpsCamera, CollisionShape3D, PlayerNetInput children. TickInterpolator created in code. - client_main.gd: _spawn_local_player() creates FPS player node with first-person camera for own peer. _spawn_remote_player() removes FpsCamera for remote players. - fps_camera.gd: duck-typed _controller (Node) instead of class_name cast for headless safety. Fixed type inference warnings. Also includes parent task P7.5-P7.7 changes: - project.godot: main_scene -> server_main.tscn - network_manager.gd: Chan enum -> raw channel ints - server_main.gd: deferred ServerConfig load, GameServer load() - game_server.gd: commented out dev deps for headless compilation
257 lines
10 KiB
GDScript
257 lines
10 KiB
GDScript
## Server Main — Headless dedicated server entry point.
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##
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## Runs as `server_main.tscn` which is the project's main scene.
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## In headless mode (--headless), this is the only running scene.
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##
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## On ready:
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## 1. Load config (env overrides)
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## 2. Load the first map from the config's map rotation
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## 3. Start ENet server on the configured port
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## 4. Create GameServer and start simulation
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## 5. Spawn players on the map using spawn markers
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## 6. Broadcast spawn via RPC so clients create visual player nodes
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## 7. Log player join/leave and replicate position
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## 8. Hitscan weapon with lag compensation runs in GameServer
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extends Node
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# ---------------------------------------------------------------------------
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# Signals
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# ---------------------------------------------------------------------------
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signal player_spawned(peer_id: int)
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signal player_despawned(peer_id: int)
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# ---------------------------------------------------------------------------
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# Exports
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# ---------------------------------------------------------------------------
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@export var player_scene: PackedScene = preload("res://scenes/player.tscn")
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# ---------------------------------------------------------------------------
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# State
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# ---------------------------------------------------------------------------
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var players: Dictionary = {} # peer_id → Node (player instance)
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var spawn_points_a: Array[Vector3] = [] # Team A spawns
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var spawn_points_b: Array[Vector3] = [] # Team B spawns
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# Game server (drives simulation)
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var _game_server: Node = null
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# ---------------------------------------------------------------------------
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# Lifecycle
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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# Wait for ServerConfig to finish (it loads via call_deferred).
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# Check if already loaded to avoid racing the signal.
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if ServerConfig and not _server_config_loaded():
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if ServerConfig.has_signal(&"config_loaded"):
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await ServerConfig.config_loaded
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# Config driven — ServerConfig singleton loaded at autoload time.
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# Allow port override via env var for backwards compatibility
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# (container/VPS deployments that set SERVER_PORT).
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var effective_port: int = ServerConfig.port
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if OS.has_environment("SERVER_PORT"):
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effective_port = int(OS.get_environment("SERVER_PORT"))
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print("[ServerMain] Port overridden by SERVER_PORT env: %d" % effective_port)
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# Create GameServer (drives the 128Hz simulation + hit detection)
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# Use load() instead of preload() so GameServer's dev dependencies
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# (weapons, economy, objectives, teams) don't block compilation.
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var GameServerClass = load("res://server/scripts/game_server.gd")
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if GameServerClass != null:
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_game_server = GameServerClass.new()
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add_child(_game_server)
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# GameServer registers SimulationServer as a singleton on _ready
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_game_server.start_simulation()
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else:
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push_warning("[ServerMain] GameServer not available — running without simulation server")
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# Check if ServerConfig has finished loading.
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# Instance the map from the config's map rotation
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_load_map()
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# Start the ENet server
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var err: Error = NetworkManager.start_server(effective_port)
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if err != OK:
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push_error("[ServerMain] Failed to start server: %s" % error_string(err))
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get_tree().quit(1)
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return
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# Connect signals
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NetworkManager.player_connected.connect(_on_player_connected)
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NetworkManager.player_disconnected.connect(_on_player_disconnected)
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print("[ServerMain] Tactical Shooter server ready")
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print("[ServerMain] Port: %d" % effective_port)
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print("[ServerMain] Name: \"%s\"" % ServerConfig.server_name)
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print("[ServerMain] Tick rate: %d Hz" % ServerConfig.tick_rate)
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print("[ServerMain] Maps: %s" % str(ServerConfig.map_list))
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print("[ServerMain] Headless: %s" % (DisplayServer.get_name() == &"headless"))
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print("[ServerMain] Spawn pts: Team A=%d, Team B=%d" % [spawn_points_a.size(), spawn_points_b.size()])
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## Check if ServerConfig has finished loading.
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func _server_config_loaded() -> bool:
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return ServerConfig and ServerConfig.has_method(&"get_config_path") and not ServerConfig.get_config_path().is_empty()
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var lag_comp_ms: float = 64.0 * 1000.0 / ServerConfig.tick_rate
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print("[ServerMain] Lag comp: Enabled (64-tick history = %.1fms)" % lag_comp_ms)
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func _exit_tree() -> void:
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NetworkManager.stop()
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# ---------------------------------------------------------------------------
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# Map loading
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# ---------------------------------------------------------------------------
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func _load_map() -> void:
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# Load the first map from the config's rotation list
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var maps_list: Array[String] = ServerConfig.map_list
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if maps_list.is_empty():
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push_warning("[ServerMain] Map rotation is empty — running without map geometry")
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return
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var first_map_path: String = maps_list[0]
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var full_path: String = "res://scenes/map/%s.tscn" % first_map_path
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if not ResourceLoader.exists(full_path):
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push_error("[ServerMain] Map scene not found: %s" % full_path)
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return
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var map_scene_res: PackedScene = load(full_path)
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var map_instance: Node = map_scene_res.instantiate()
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map_instance.name = "Map_%s" % first_map_path
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add_child(map_instance, true)
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print("[ServerMain] Loaded map: %s" % first_map_path)
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# Collect spawn markers from the map scene
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_collect_spawn_points(map_instance)
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## Walk the map scene looking for Marker3D nodes named "SpawnA*" and "SpawnB*".
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func _collect_spawn_points(map_root: Node) -> void:
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_collect_spawn_points_recursive(map_root)
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# Fallback: only after full recursion, if still empty
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if spawn_points_a.is_empty() and spawn_points_b.is_empty():
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print("[ServerMain] No spawn markers found — using default positions")
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spawn_points_a.append(Vector3(-16, 0, -4))
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spawn_points_a.append(Vector3(-16, 0, 4))
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spawn_points_b.append(Vector3(16, 0, -4))
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spawn_points_b.append(Vector3(16, 0, 4))
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func _collect_spawn_points_recursive(node: Node) -> void:
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if node is Marker3D:
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var name_lower: String = node.name.to_lower()
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if name_lower.begins_with("spawna") or name_lower.begins_with("spawn_a"):
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spawn_points_a.append(node.position)
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elif name_lower.begins_with("spawnb") or name_lower.begins_with("spawn_b"):
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spawn_points_b.append(node.position)
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for child in node.get_children():
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_collect_spawn_points_recursive(child)
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# ---------------------------------------------------------------------------
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# Player management
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# ---------------------------------------------------------------------------
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func _on_player_connected(peer_id: int) -> void:
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print("[ServerMain] Player joined: %d. Total: %d" % [peer_id, multiplayer.get_peers().size() + 1])
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_spawn_player(peer_id)
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func _on_player_disconnected(peer_id: int) -> void:
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print("[ServerMain] Player left: %d" % peer_id)
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_despawn_player(peer_id)
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func _spawn_player(peer_id: int) -> void:
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# Create player node on the server
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var player: Node
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if player_scene:
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player = player_scene.instantiate()
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else:
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player = Node3D.new()
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player.set_script(preload("res://scripts/network/player.gd"))
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player.name = "Player_%d" % peer_id
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player.set_multiplayer_authority(peer_id)
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# Assign spawn position — alternate between Team A and Team B spawns
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var is_team_a: bool = (peer_id % 2) == 0
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var pool: Array[Vector3] = spawn_points_a if is_team_a else spawn_points_b
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var spawn_pos: Vector3 = pool[peer_id % pool.size()] if pool.size() > 0 else Vector3.ZERO
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spawn_pos.y = 0.0
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player.position = spawn_pos
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add_child(player, true)
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players[peer_id] = player
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player_spawned.emit(peer_id)
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# Register with GameServer to get a simulation entity
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if _game_server != null and _game_server.has_method(&"spawn_player_entity"):
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var entity_id: int = _game_server.spawn_player_entity(peer_id, spawn_pos)
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if entity_id >= 0:
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# Store entity_id on player node for reference
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player.set_meta(&"entity_id", entity_id)
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# Register with lag compensation and damage processor
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# (player is a Node3D, which is a valid argument for register_player_node)
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if _game_server.has_method(&"register_player_node"):
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_game_server.register_player_node(entity_id, player)
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print("[ServerMain] Player %d assigned entity %d" % [peer_id, entity_id])
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# Broadcast spawn to all clients so they create a visual player node
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NetworkManager.broadcast_spawn_player.rpc(peer_id, spawn_pos, is_team_a)
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print("[ServerMain] Spawned player %d at (%.1f, %.1f) team=%s" % [peer_id, spawn_pos.x, spawn_pos.z, "A" if is_team_a else "B"])
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func _despawn_player(peer_id: int) -> void:
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if peer_id in players:
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var player: Node = players[peer_id]
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# Despawn entity from GameServer
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if _game_server != null and player.has_meta(&"entity_id"):
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var entity_id: int = player.get_meta(&"entity_id")
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# Unregister from lag compensation and damage processor first
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if _game_server.has_method(&"unregister_player_node"):
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_game_server.unregister_player_node(entity_id)
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_game_server.despawn_player_entity(entity_id)
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player.queue_free()
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players.erase(peer_id)
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player_despawned.emit(peer_id)
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# Broadcast despawn to all clients
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NetworkManager.broadcast_despawn_player.rpc(peer_id)
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print("[ServerMain] Despawned player %d" % peer_id)
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else:
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# Still broadcast even if server doesn't have the player
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NetworkManager.broadcast_despawn_player.rpc(peer_id)
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# ---------------------------------------------------------------------------
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# Server tick (128 Hz)
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# ---------------------------------------------------------------------------
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func _physics_process(delta: float) -> void:
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if not NetworkManager.is_server:
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return
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# Future: authoritative physics tick, state broadcast, etc.
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pass
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# ---------------------------------------------------------------------------
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# Client position replication (receives from FPS character clients)
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# ---------------------------------------------------------------------------
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@rpc("unreliable", "any_peer")
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func _send_position(pos: Vector3) -> void:
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# Called by remote clients to update their position on the server.
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# Broadcast to all other peers so they see the player move.
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var peer_id: int = multiplayer.get_remote_sender_id()
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if peer_id in players:
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players[peer_id].position = pos
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# Re-broadcast to all other peers
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_replicate_position.rpc(pos, peer_id)
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@rpc("unreliable", "authority")
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func _replicate_position(pos: Vector3, exclude_peer: int) -> void:
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# All clients receive this and update the specific player's position.
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# We need to find which remote player this belongs to by excluding our own.
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# For now, the non-authority clients will need to filter — handled in client_main.gd
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pass
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