e70ce76207
- Fix dead code in server_main.gd (unreachable lag compensation print) - Remove WeaponData type hints from weapon_server.gd (Resource class_name in Node scripts = headless fail) - Use preload() instead of WeaponData class_name in weapon_definitions.gd for const refs - Lazy-init WEAPONS dict (const can't reference preload members) - Remove duplicate class_name RoundManager from server/scripts/round/round_manager.gd - Remove DamageProcessor type hints from round/round_manager.gd and bomb_objective.gd - Add start()/stop()/can_tick()/tick()/spawn_entity()/despawn_entity() to simulation_server_stub.gd - Fix get_world_3d() → get_tree().root.world_3d in weapon_server.gd Node context - Fix var data := → var data = for untyped WeaponDefinitions.get_weapon() returns - Clean export cache and verify server starts with zero parse errors
124 lines
3.4 KiB
GDScript
124 lines
3.4 KiB
GDScript
## SimulationServerStub — lightweight GDScript replacement for GDExtension C++ core.
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##
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## Provides the same API surface so game_server.gd and FPSCharacterController
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## work without the compiled GDExtension library. No 128Hz simulation — just
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## stores entity state and passes through input. Replace with the C++
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## SimulationServer once `scons` builds cleanly.
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extends RefCounted
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# ---------------------------------------------------------------------------
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# Nested: StubEntity state data
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# ---------------------------------------------------------------------------
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class StubEntity:
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var id: int = -1
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var peer_id: int = -1
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var position: Vector3 = Vector3.ZERO
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var rotation: Vector3 = Vector3.ZERO
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var velocity: Vector3 = Vector3.ZERO
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var alive: bool = true
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var health: float = 100.0
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var input_sequence: int = 0
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func is_alive() -> bool:
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return alive
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# ---------------------------------------------------------------------------
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# Config
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# ---------------------------------------------------------------------------
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var _tick_rate: int = 128
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var _movement_config: Dictionary = {}
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var _weapon_config: Dictionary = {}
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var _history_depth: int = 64
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var _next_entity_id: int = 1
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var _entities: Dictionary = {} # entity_id → StubEntity
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var _running: bool = false
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var _last_hit_result: Dictionary = {}
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# ---------------------------------------------------------------------------
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# SimulationServer API
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# ---------------------------------------------------------------------------
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func set_tick_rate(hz: int) -> void:
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_tick_rate = hz
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func get_tick_rate() -> int:
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return _tick_rate
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func set_movement_config(cfg: Dictionary) -> void:
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_movement_config = cfg
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func set_weapon_config(cfg: Dictionary) -> void:
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_weapon_config = cfg
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func set_history_depth(depth: int) -> void:
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_history_depth = depth
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func start() -> void:
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_running = true
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func stop() -> void:
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_running = false
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func can_tick(delta: float) -> bool:
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return _running
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func tick() -> PackedByteArray:
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# Stub: returns empty snapshot
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return PackedByteArray()
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func get_stats() -> Dictionary:
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return {
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"tick_count": 0,
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"entity_count": _entities.size(),
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}
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func get_last_hit_result() -> Dictionary:
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return _last_hit_result
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func apply_input(entity_id: int, input_dict: Dictionary) -> void:
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var e: StubEntity = _entities.get(entity_id)
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if e == null:
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return
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# Apply movement from input (simplified)
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if input_dict.has("move_direction"):
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var dir: Vector3 = input_dict["move_direction"]
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var speed: float = 5.0
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if input_dict.get("sprint", false):
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speed = 8.0
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elif input_dict.get("crouch", false):
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speed = 2.5
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e.velocity = dir * speed
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e.position += e.velocity * (1.0 / _tick_rate)
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# Track input sequence
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if input_dict.has("input_sequence"):
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e.input_sequence = input_dict["input_sequence"]
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func fire_weapon(entity_id: int) -> void:
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# Stub: log the event
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pass
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func get_entity(entity_id: int) -> StubEntity:
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return _entities.get(entity_id)
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func spawn_entity(pos: Vector3) -> int:
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var e = StubEntity.new()
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e.id = _next_entity_id
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e.position = pos
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e.alive = true
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e.health = 100.0
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_entities[_next_entity_id] = e
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_next_entity_id += 1
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return e.id
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func spawn_player_entity(peer_id: int, pos: Vector3) -> int:
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var entity_id = spawn_entity(pos)
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var e: StubEntity = _entities.get(entity_id)
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if e:
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e.peer_id = peer_id
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return entity_id
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func despawn_entity(entity_id: int) -> void:
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_entities.erase(entity_id)
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func get_entity_count() -> int:
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return _entities.size()
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