# Dedicated server Phase 6 packages a self-hosted ENet server. It does not publish an image or binary: build from this checkout and run the generated image locally or on a VPS. Direct-IP ENet uses UDP only; the default port is `7777`. ## Local build and verification Docker is the primary path. It builds the stripped `Linux Dedicated Server` export, runs it in one container, joins two independent headless clients from two other containers, forces one server-owned goal in each of two matches, checks both clients observed both scores and arena rotation, then drains. ```bash make verify-phase6 ``` The command prints the temporary log directory even on failure and always removes its Compose containers. It neither pushes an image nor uploads an artifact. The same command is the only operation in the Phase 6 GitHub Actions workflow. Its pinned Godot build image is about 2.4 GB, so leave several GB of Docker disk space free for its layers and the exported project. To build and run a server manually: ```bash docker build --target server -t cosmic-clash-server . docker run --rm -p 7777:7777/udp cosmic-clash-server \ --port=7777 --min-players=2 --start-countdown=5 ``` All server output is structured stdout/stderr. Use Docker's logging driver for rotation; for example, configure `json-file` with `max-size` and `max-file` on the host. Do not add in-process log rotation. ## Configuration Every flag is printed by `--help`; unknown flags fail startup. Command-line values override a Godot config file's `[server]` values, which override defaults. Mount one into the container when needed: ```ini [server] port=7777 max-clients=12 min-players=2 start-countdown=5 arena-rotation=sequential log-level=info ``` ```bash docker run --rm -p 7777:7777/udp \ -v "$PWD/server.cfg:/etc/cosmic-clash/server.cfg:ro" \ cosmic-clash-server --config=/etc/cosmic-clash/server.cfg ``` `--max-matches=N` drains only after match `N` ends, then exits `0`; use it for planned restarts under a process supervisor. `--smoke-force-goal-after=` is a documented local-verification switch; its default `-1` disables it, and it must not be used for normal matches. ## Native systemd deployment Copy the exported binary and assets to `/opt/cosmic-clash`, create the `cosmicclash` service user, place configuration at `/etc/cosmic-clash/server.cfg`, then install `deploy/cosmic-clash-server.service` as `/etc/systemd/system/cosmic-clash-server.service` and enable it: ```bash sudo systemctl daemon-reload sudo systemctl enable --now cosmic-clash-server sudo journalctl -u cosmic-clash-server -f ``` Godot does not provide a GDScript SIGTERM hook. `systemctl stop`, Ctrl-C, or a container stop terminates immediately and connected ENet clients will time out after roughly five seconds. Prefer `--max-matches` for planned drains. ## Network and sizing Open and forward **UDP 7777** (or the configured `--port`) in the host firewall and any cloud security group. TCP is not used. The Phase 1 sizing estimate is roughly 6–10 simultaneous match processes per modern core, 150–250 MB RSS per process, and about 630 kbit/s upstream for a full six-player match; use those as a starting point and monitor actual CPU, RSS, and egress. This build must not be exposed to strangers yet. Slot reclaim is still keyed by display name, so a player who knows a disconnected player's name can claim their reserved slot. Phase 7 Steam-auth identity is the required fix. Local, LAN, and controlled VPS verification are in scope; the public-internet phase gate remains blocked on that identity work.