f20d532add
- New server/scripts/round/round_manager.gd with: - RoundPhase enum (WARMUP, PREP, LIVE, POST) - Round life cycle: warmup -> prep (15s) -> live (105s) -> post (8s) - Team elimination detection using entity->peer->team mappings - Time-expired round ending (default: CT wins) - Economy hooks: win money (250), loss money (900 escalating to 900), kill bonus (00) - All requested signals: round_phase_changed, round_started, round_ended, match_point, warmup_ended, round_economy_data - Updated GameServer: - Creates and wires RoundManager in _ready() - Connects DamageProcessor.player_killed -> round tracking + elimination detection - Added peer_to_entity mapping for backwards entity lookup - Added RCON command handler (_on_rcon_command) for start_match/end_round - Updated RCON command handler: - Added start_match and end_round to dispatch list and help text
359 lines
13 KiB
GDScript
359 lines
13 KiB
GDScript
## GameServer — drives the 128Hz simulation loop.
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##
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## Owns a SimulationServer instance, drives its tick loop in _physics_process,
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## and manages weapon configuration. Acts as the bridge between the GDScript
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## world (NetworkManager, ServerMain) and the C++ simulation core.
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##
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## Architecture:
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## GameServer (Node, autoload candidate)
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## ├── SimulationServer (GDExtension C++) — game state + hit detection
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## │ ├── applies client input via apply_input()
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## │ └── process_compensated_fire() with lag compensation rewind
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## └── WeaponManager (optional, on the player node for client-side rate limit)
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##
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## Usage (server_main.gd):
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## func _ready():
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## var gs = GameServer.new()
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## add_child(gs)
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## gs.configure(ServerConfig.tick_rate, ServerConfig.make_movement_dict())
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##
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## Standalone / listen-server test:
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## var gs = get_node("/root/GameServer")
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## if gs: gs.start_simulation()
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##
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extends Node
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# ---------------------------------------------------------------------------
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# Signals
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# ---------------------------------------------------------------------------
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## Emitted after each simulation tick with hit results.
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signal tick_completed(tick: int)
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## Emitted when a player is damaged (for scoreboard/UI updates).
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signal player_damaged(victim_entity_id: int, shooter_entity_id: int, damage: float, killed: bool)
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# ---------------------------------------------------------------------------
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# State
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# ---------------------------------------------------------------------------
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var simulation_server: Object = null
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var is_running: bool = false
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## WeaponServer — handles hit-scan raycasting and lag-compensated fire.
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var weapon_server: WeaponServer = null
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## LagCompensation — records player positions per tick for rewind raycasts.
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var lag_compensation: LagCompensation = null
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## DamageProcessor — applies hit results, tracks health and kills.
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var damage_processor: DamageProcessor = null
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## TeamManager — manages team assignment and scoring.
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var team_manager: TeamManager = null
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## RoundManager — match lifecycle (warmup → prep → live → post).
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var round_manager: RoundManager = null
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## Current server tick counter, incremented each time tick() is called.
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var _current_tick: int = 0
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# Map entity_id → peer_id for broadcasting damage events
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var entity_to_peer: Dictionary = {} # entity_id (int) → peer_id (int)
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# Map peer_id → entity_id for backwards lookup
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var peer_to_entity: Dictionary = {} # peer_id (int) → entity_id (int)
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# ---------------------------------------------------------------------------
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# Lifecycle
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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# Create the SimulationServer (stub if GDExtension not compiled)
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var SimServerClass = load("res://server/scripts/simulation_server_stub.gd")
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if ClassDB.class_exists(&"SimulationServer"):
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SimServerClass = ClassDB.instantiate(&"SimulationServer").get_script()
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simulation_server = SimServerClass.new()
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simulation_server.set_tick_rate(128)
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# Apply movement config from ServerConfig singleton if available
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if ServerConfig and ServerConfig.has_method(&"make_movement_dict"):
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simulation_server.set_movement_config(ServerConfig.make_movement_dict())
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# Configure the default hitscan weapon (Assault Rifle)
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simulation_server.set_weapon_config({
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"base_damage": 30.0,
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"head_multiplier": 4.0,
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"body_multiplier": 1.0,
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"arm_multiplier": 0.75,
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"leg_multiplier": 0.6,
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"max_range": 500.0,
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"spread_degrees": 0.5,
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"fire_rate_hz": 10.0,
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})
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# Set history depth for lag compensation (64 ticks = ~500ms at 128Hz)
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simulation_server.set_history_depth(64)
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# --- Combat subsystems (GDScript lag-compensated hit-scan) ---
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# Create and wire the WeaponServer with LagCompensation and DamageProcessor.
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# These work alongside the C++ SimulationServer for the GDScript
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# weapon path.
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weapon_server = WeaponServer.new()
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weapon_server.physics_world = get_world_3d()
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add_child(weapon_server)
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lag_compensation = LagCompensation.new()
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add_child(lag_compensation)
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damage_processor = DamageProcessor.new()
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add_child(damage_processor)
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# --- Round / Match lifecycle ---
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round_manager = RoundManager.new()
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add_child(round_manager)
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# Wire up TeamManager reference (find it in the tree or create it)
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team_manager = get_node_or_null("/root/TeamManager")
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if not team_manager:
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team_manager = TeamManager.new()
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add_child(team_manager)
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round_manager.team_manager = team_manager
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round_manager.damage_processor = damage_processor
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# --- RCON command handling ---
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var rcon_handler = get_node_or_null("/root/RconServer/RconCommandHandler")
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if rcon_handler and rcon_handler.has_signal("rcon_command"):
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rcon_handler.rcon_command.connect(_on_rcon_command)
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print("[GameServer] Connected to RCON command handler")
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else:
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print("[GameServer] RCON handler not available — commands won't be routed")
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# Wire lag compensation into WeaponServer
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weapon_server.lag_compensation = lag_compensation
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# Connect damage processor signals to GameServer signals for upstream relay
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damage_processor.player_killed.connect(_on_player_killed)
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# Connect damage processor kills to RoundManager for round tracking and elimination
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damage_processor.player_killed.connect(_on_kill_for_round)
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_current_tick = 0
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print("[GameServer] Combat subsystems ready: WeaponServer + LagCompensation + DamageProcessor")
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# Register as singleton so FPSCharacterController can find us
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Engine.register_singleton("SimulationServer", simulation_server)
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print("[GameServer] SimulationServer created. Tick rate: %d Hz" % simulation_server.get_tick_rate())
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func _exit_tree() -> void:
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if simulation_server:
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simulation_server.stop()
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simulation_server = null
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# ---------------------------------------------------------------------------
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# Public API
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# ---------------------------------------------------------------------------
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## Start the simulation.
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func start_simulation() -> void:
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if is_running:
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return
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if simulation_server == null:
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push_error("[GameServer] SimulationServer is null, cannot start")
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return
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simulation_server.start()
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is_running = true
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print("[GameServer] Simulation started")
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## Stop the simulation.
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func stop_simulation() -> void:
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if not is_running:
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return
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if simulation_server:
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simulation_server.stop()
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is_running = false
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print("[GameServer] Simulation stopped")
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## Spawn a player entity and map to peer ID.
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## Returns the entity ID assigned by the simulation server.
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func spawn_player_entity(peer_id: int, spawn_pos: Vector3) -> int:
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if simulation_server == null:
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return -1
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if not is_running:
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start_simulation()
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var entity_id: int = simulation_server.spawn_entity(spawn_pos)
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if entity_id < 0 or entity_id >= 65535:
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push_error("[GameServer] Failed to spawn entity for peer %d" % peer_id)
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return -1
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entity_to_peer[entity_id] = peer_id
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peer_to_entity[peer_id] = entity_id
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print("[GameServer] Spawned entity %d for peer %d at (%.1f, %.1f, %.1f)" % [entity_id, peer_id, spawn_pos.x, spawn_pos.y, spawn_pos.z])
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return entity_id
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## Despawn a player entity.
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func despawn_player_entity(entity_id: int) -> void:
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if simulation_server == null:
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return
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if entity_id >= 0:
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simulation_server.despawn_entity(entity_id)
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# Remove from mappings
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if entity_id in entity_to_peer:
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var pid: int = entity_to_peer[entity_id]
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peer_to_entity.erase(pid)
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entity_to_peer.erase(entity_id)
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## Get the peer ID for a given entity ID.
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func get_peer_for_entity(entity_id: int) -> int:
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return entity_to_peer.get(entity_id, -1)
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## Get the underlying SimulationServer reference.
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func get_simulation_server() -> Object:
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return simulation_server
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## Get the current server tick counter.
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func get_current_tick() -> int:
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return _current_tick
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## Configure weapon damage profile.
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func set_weapon(config: Dictionary) -> void:
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if simulation_server:
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simulation_server.set_weapon_config(config)
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# ---------------------------------------------------------------------------
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# Combat subsystem — player registration
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# ---------------------------------------------------------------------------
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## Register a player node with LagCompensation and DamageProcessor.
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## Call this after spawning a player entity and assigning its entity_id.
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## entity_id: the simulation entity ID assigned by spawn_player_entity()
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## node: the player's Node3D (CharacterBody3D) in the scene tree
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## max_health: starting/maximum health for damage tracking
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func register_player_node(entity_id: int, node: Node3D, max_health: float = 100.0) -> void:
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if lag_compensation:
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lag_compensation.register_player_node(entity_id, node)
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if damage_processor:
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damage_processor.register_player(entity_id, max_health)
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print("[GameServer] Registered player node entity=%d with lag compensation + damage processor" % entity_id)
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## Unregister a player node from LagCompensation and DamageProcessor.
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func unregister_player_node(entity_id: int) -> void:
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if lag_compensation:
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lag_compensation.unregister_player_node(entity_id)
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if damage_processor:
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damage_processor.unregister_player(entity_id)
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print("[GameServer] Unregistered player node entity=%d" % entity_id)
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# ---------------------------------------------------------------------------
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# Combat subsystem — kill handling
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# ---------------------------------------------------------------------------
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func _on_player_killed(victim_id: int, shooter_id: int) -> void:
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# Relay the kill event upstream with the shooter's peer_id if available
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var shooter_peer: int = entity_to_peer.get(shooter_id, -1)
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player_damaged.emit(victim_id, shooter_id, 0.0, true)
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print("[GameServer] Kill: victim_entity=%d, shooter_entity=%d (peer=%d)" % [victim_id, shooter_id, shooter_peer])
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## Round-level kill handler — tracks kills for round stats and checks elimination.
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## Connected from DamageProcessor.player_killed.
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func _on_kill_for_round(victim_id: int, shooter_id: int) -> void:
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# Forward to RoundManager for kill tracking
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if round_manager:
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round_manager.on_player_killed(victim_id, shooter_id)
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# Check for team elimination using our entity→peer→team mapping
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if not round_manager or not round_manager.team_manager:
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return
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# Get teams for victim and shooter
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var victim_peer: int = entity_to_peer.get(victim_id, -1)
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var shooter_peer: int = entity_to_peer.get(shooter_id, -1)
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if victim_peer < 0 or shooter_peer < 0:
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return
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var victim_team: int = round_manager.team_manager.get_player_team(victim_peer)
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var shooter_team: int = round_manager.team_manager.get_player_team(shooter_peer)
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if victim_team < 0 or shooter_team < 0 or victim_team == shooter_team:
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return
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# Check if all players on victim's team are dead
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var all_dead: bool = true
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var team_player_ids: Array[int] = round_manager.team_manager.get_team_players(victim_team)
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for pid in team_player_ids:
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var eid: int = peer_to_entity.get(pid, -1)
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if eid < 0:
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continue
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var health: float = damage_processor.get_health(eid) if damage_processor else -1.0
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if health > 0.0:
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all_dead = false
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break
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if all_dead and team_player_ids.size() > 0:
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print("[GameServer] Team elimination detected! %s eliminated by %s" %
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[TeamData.get_team_name(victim_team), TeamData.get_team_name(shooter_team)])
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round_manager.end_round(shooter_team, "elimination")
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# ---------------------------------------------------------------------------
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# RCON command dispatch
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# ---------------------------------------------------------------------------
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## Handle RCON commands dispatched via rcon_command_handler.
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func _on_rcon_command(command: String, args: PackedStringArray) -> void:
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match command:
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"start_match":
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if round_manager:
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round_manager.start_match()
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print("[GameServer] RCON: match started")
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"end_round":
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# end_round [team_name] [reason]
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var team_name: String = args[0] if args.size() > 0 else "ct"
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var reason: String = args[1] if args.size() > 1 else "admin"
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var team: int = TeamData.from_string(team_name)
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if team == TeamData.Team.SPECTATOR:
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# Default to CT
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team = TeamData.Team.COUNTER_TERRORIST
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if round_manager:
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round_manager.end_round(team, reason)
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print("[GameServer] RCON: round ended — %s wins (%s)" % [TeamData.get_team_name(team), reason])
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# ---------------------------------------------------------------------------
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# Main loop (128 Hz)
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# ---------------------------------------------------------------------------
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func _physics_process(delta: float) -> void:
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if not is_running or simulation_server == null:
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return
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# Drive the fixed-timestep simulation loop
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while simulation_server.can_tick(delta):
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# Record positions for lag compensation BEFORE processing this tick's inputs.
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# This captures the state at the start of the tick, so rewind_and_raycast
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# can restore players to their pre-movement positions.
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if lag_compensation:
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lag_compensation.record_tick(_current_tick)
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var snapshot: PackedByteArray = simulation_server.tick()
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# snapshot is the serialized state — send to network layer in Phase 2
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# For now, just emit the tick completed signal
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tick_completed.emit(simulation_server.get_stats().get("tick_count", 0))
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# Check for hit results and emit damage events
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var hit_result: Dictionary = simulation_server.get_last_hit_result()
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if hit_result.get("hit", false):
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var victim_id: int = hit_result.get("entity_id", -1)
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var damage: float = hit_result.get("damage", 0.0)
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var killed: bool = hit_result.get("killed", false)
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# For now we don't know the shooter — this will be wired in Phase 2
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player_damaged.emit(victim_id, -1, damage, killed)
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_current_tick += 1
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