Files
tactical-shooter/scripts/network/server_main.gd
T
shawn db477b4c48 Fix simulation_server_stub Entity class conflict + ServerConfig load timing
- Renamed inner class Entity→StubEntity (Godot has native Entity class)
- Added await ServerConfig.config_loaded before reading map_list in server_main.gd
- Config loads via call_deferred, so _ready() must wait for signal
2026-07-02 10:24:32 -04:00

242 lines
9.7 KiB
GDScript

## Server Main — Headless dedicated server entry point.
##
## Runs as `server_main.tscn` which is the project's main scene.
## In headless mode (--headless), this is the only running scene.
##
## On ready:
## 1. Load config (env overrides)
## 2. Load the first map from the config's map rotation
## 3. Start ENet server on the configured port
## 4. Create GameServer and start simulation
## 5. Spawn players on the map using spawn markers
## 6. Broadcast spawn via RPC so clients create visual player nodes
## 7. Log player join/leave and replicate position
## 8. Hitscan weapon with lag compensation runs in GameServer
extends Node
# ---------------------------------------------------------------------------
# Signals
# ---------------------------------------------------------------------------
signal player_spawned(peer_id: int)
signal player_despawned(peer_id: int)
# ---------------------------------------------------------------------------
# Exports
# ---------------------------------------------------------------------------
@export var player_scene: PackedScene = preload("res://scenes/player.tscn")
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
var players: Dictionary = {} # peer_id → Node (player instance)
var spawn_points_a: Array[Vector3] = [] # Team A spawns
var spawn_points_b: Array[Vector3] = [] # Team B spawns
# Game server (drives simulation)
var _game_server: Node = null
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
# Wait for ServerConfig to finish (it loads via call_deferred)
if ServerConfig and ServerConfig.has_signal(&"config_loaded"):
await ServerConfig.config_loaded
# Config driven — ServerConfig singleton loaded at autoload time.
# Allow port override via env var for backwards compatibility
# (container/VPS deployments that set SERVER_PORT).
var effective_port: int = ServerConfig.port
if OS.has_environment("SERVER_PORT"):
effective_port = int(OS.get_environment("SERVER_PORT"))
print("[ServerMain] Port overridden by SERVER_PORT env: %d" % effective_port)
# Create GameServer (drives the 128Hz simulation + hit detection)
_game_server = preload("res://server/scripts/game_server.gd").new()
add_child(_game_server)
# GameServer registers SimulationServer as a singleton on _ready
_game_server.start_simulation()
# Instance the map from the config's map rotation
_load_map()
# Start the ENet server
var err: Error = NetworkManager.start_server(effective_port)
if err != OK:
push_error("[ServerMain] Failed to start server: %s" % error_string(err))
get_tree().quit(1)
return
# Connect signals
NetworkManager.player_connected.connect(_on_player_connected)
NetworkManager.player_disconnected.connect(_on_player_disconnected)
print("[ServerMain] Tactical Shooter server ready")
print("[ServerMain] Port: %d" % effective_port)
print("[ServerMain] Name: \"%s\"" % ServerConfig.server_name)
print("[ServerMain] Tick rate: %d Hz" % ServerConfig.tick_rate)
print("[ServerMain] Maps: %s" % str(ServerConfig.map_list))
print("[ServerMain] Headless: %s" % (DisplayServer.get_name() == &"headless"))
print("[ServerMain] Spawn pts: Team A=%d, Team B=%d" % [spawn_points_a.size(), spawn_points_b.size()])
var lag_comp_ms: float = 64.0 * 1000.0 / ServerConfig.tick_rate
print("[ServerMain] Lag comp: Enabled (64-tick history = %.1fms)" % lag_comp_ms)
func _exit_tree() -> void:
NetworkManager.stop()
# ---------------------------------------------------------------------------
# Map loading
# ---------------------------------------------------------------------------
func _load_map() -> void:
# Load the first map from the config's rotation list
var maps_list: Array[String] = ServerConfig.map_list
if maps_list.is_empty():
push_warning("[ServerMain] Map rotation is empty — running without map geometry")
return
var first_map_path: String = maps_list[0]
var full_path: String = "res://scenes/map/%s.tscn" % first_map_path
if not ResourceLoader.exists(full_path):
push_error("[ServerMain] Map scene not found: %s" % full_path)
return
var map_scene_res: PackedScene = load(full_path)
var map_instance: Node = map_scene_res.instantiate()
map_instance.name = "Map_%s" % first_map_path
add_child(map_instance, true)
print("[ServerMain] Loaded map: %s" % first_map_path)
# Collect spawn markers from the map scene
_collect_spawn_points(map_instance)
## Walk the map scene looking for Marker3D nodes named "SpawnA*" and "SpawnB*".
func _collect_spawn_points(map_root: Node) -> void:
_collect_spawn_points_recursive(map_root)
# Fallback: only after full recursion, if still empty
if spawn_points_a.is_empty() and spawn_points_b.is_empty():
print("[ServerMain] No spawn markers found — using default positions")
spawn_points_a.append(Vector3(-16, 0, -4))
spawn_points_a.append(Vector3(-16, 0, 4))
spawn_points_b.append(Vector3(16, 0, -4))
spawn_points_b.append(Vector3(16, 0, 4))
func _collect_spawn_points_recursive(node: Node) -> void:
if node is Marker3D:
var name_lower: String = node.name.to_lower()
if name_lower.begins_with("spawna") or name_lower.begins_with("spawn_a"):
spawn_points_a.append(node.position)
elif name_lower.begins_with("spawnb") or name_lower.begins_with("spawn_b"):
spawn_points_b.append(node.position)
for child in node.get_children():
_collect_spawn_points_recursive(child)
# ---------------------------------------------------------------------------
# Player management
# ---------------------------------------------------------------------------
func _on_player_connected(peer_id: int) -> void:
print("[ServerMain] Player joined: %d. Total: %d" % [peer_id, multiplayer.get_peers().size() + 1])
_spawn_player(peer_id)
func _on_player_disconnected(peer_id: int) -> void:
print("[ServerMain] Player left: %d" % peer_id)
_despawn_player(peer_id)
func _spawn_player(peer_id: int) -> void:
# Create player node on the server
var player: Node
if player_scene:
player = player_scene.instantiate()
else:
player = Node3D.new()
player.set_script(preload("res://scripts/network/player.gd"))
player.name = "Player_%d" % peer_id
player.set_multiplayer_authority(peer_id)
# Assign spawn position — alternate between Team A and Team B spawns
var is_team_a: bool = (peer_id % 2) == 0
var pool: Array[Vector3] = spawn_points_a if is_team_a else spawn_points_b
var spawn_pos: Vector3 = pool[peer_id % pool.size()] if pool.size() > 0 else Vector3.ZERO
spawn_pos.y = 0.0
player.position = spawn_pos
add_child(player, true)
players[peer_id] = player
player_spawned.emit(peer_id)
# Register with GameServer to get a simulation entity
if _game_server != null and _game_server.has_method(&"spawn_player_entity"):
var entity_id: int = _game_server.spawn_player_entity(peer_id, spawn_pos)
if entity_id >= 0:
# Store entity_id on player node for reference
player.set_meta(&"entity_id", entity_id)
# Register with lag compensation and damage processor
# (player is a Node3D, which is a valid argument for register_player_node)
if _game_server.has_method(&"register_player_node"):
_game_server.register_player_node(entity_id, player)
print("[ServerMain] Player %d assigned entity %d" % [peer_id, entity_id])
# Broadcast spawn to all clients so they create a visual player node
NetworkManager.broadcast_spawn_player.rpc(peer_id, spawn_pos, is_team_a)
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"])
func _despawn_player(peer_id: int) -> void:
if peer_id in players:
var player: Node = players[peer_id]
# Despawn entity from GameServer
if _game_server != null and player.has_meta(&"entity_id"):
var entity_id: int = player.get_meta(&"entity_id")
# Unregister from lag compensation and damage processor first
if _game_server.has_method(&"unregister_player_node"):
_game_server.unregister_player_node(entity_id)
_game_server.despawn_player_entity(entity_id)
player.queue_free()
players.erase(peer_id)
player_despawned.emit(peer_id)
# Broadcast despawn to all clients
NetworkManager.broadcast_despawn_player.rpc(peer_id)
print("[ServerMain] Despawned player %d" % peer_id)
else:
# Still broadcast even if server doesn't have the player
NetworkManager.broadcast_despawn_player.rpc(peer_id)
# ---------------------------------------------------------------------------
# Server tick (128 Hz)
# ---------------------------------------------------------------------------
func _physics_process(delta: float) -> void:
if not NetworkManager.is_server:
return
# Future: authoritative physics tick, state broadcast, etc.
pass
# ---------------------------------------------------------------------------
# Client position replication (receives from FPS character clients)
# ---------------------------------------------------------------------------
@rpc("unreliable", "any_peer")
func _send_position(pos: Vector3) -> void:
# Called by remote clients to update their position on the server.
# Broadcast to all other peers so they see the player move.
var peer_id: int = multiplayer.get_remote_sender_id()
if peer_id in players:
players[peer_id].position = pos
# Re-broadcast to all other peers
_replicate_position.rpc(pos, peer_id)
@rpc("unreliable", "authority")
func _replicate_position(pos: Vector3, exclude_peer: int) -> void:
# All clients receive this and update the specific player's position.
# We need to find which remote player this belongs to by excluding our own.
# For now, the non-authority clients will need to filter — handled in client_main.gd
pass