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https://github.com/jcreek/CosmicClash.git
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06881f05ca
6.1: "Linux Dedicated Server" preset (dedicated_server=true, custom_features="dedicated_server") mirroring the existing training preset, plus run/main_scene.dedicated_server so the server binary reaches its own entry point with no flag. Builds: an 85MB Linux x86_64 binary, gitignored like the training one. 6.3: scripts/server_config.gd declares every server flag once - name, type, default, section, help - and one parser turns that into parsing, type checking, range validation, config-file backing and --help. The flags had grown to ~30 across server_boot.gd and networked_match.gd, each parsed inline with begins_with, none documented, and an unrecognised flag was SILENTLY IGNORED: --max-clientss=8 ran a server on the default cap and said nothing. Unknown flags, missing values, wrong types, duplicates and out-of-range values are now hard errors, reported all at once. Precedence is command line > config file > default. server_boot.gd parses strictly because it owns the whole command line; networked_match.gd reads the same declaration leniently because it is one consumer of an argv the smoke harnesses also fill with --role= and --drive-seconds=. Nothing is lost - every server flag is declared, so the strict pass already caught any typo before the match scene re-reads its own. 13 unit tests covering the precedence order, the typo rejection that motivated this, --no-<bool> not double-listing in --help, and --help documenting every flag asserted against the declaration rather than a hand-kept list. Verified end to end: --help prints, a typo'd flag refuses to start, and the plain/replay-log/late-joiner smoke scenarios still pass.
107 lines
4.1 KiB
GDScript
107 lines
4.1 KiB
GDScript
extends Node
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# Headless dedicated server entry point (task 1.6). Parses CLI args, hosts
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# via NetworkManager, logs structured lines, and watches for physics-tick
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# overrun (§9 gotcha 9: Engine.max_physics_steps_per_frame defaults to 8;
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# a tick overrunning 16.7ms backs up the accumulator and the next frame
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# runs multiple ticks, spiking CPU further — worth logging, not just
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# silently absorbing).
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#
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# Run: godot --headless --path Game res://scenes/server_boot.tscn -- --port=7777
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#
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# Deliberately does not spawn a match yet — that's Phase 2's networked_match
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# scene. This is just the process shell: listen, log, idle cheaply.
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const LOG_LEVELS := {"debug": 0, "info": 1, "warn": 2, "error": 3}
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var _boot_ms := 0
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var _last_physics_frame := 0
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var _log_level := 1 # info
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var config: ServerConfig = null
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var _watchdog_armed := false # skip the first _process(): engine startup scheduling can batch several physics frames before the first idle frame runs, which isn't a real overrun
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func _ready() -> void:
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_boot_ms = Time.get_ticks_msec()
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Engine.max_fps = 60 # a server never renders; this just caps the idle-frame poll rate so it doesn't spin
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# Task 6.3. This process owns the whole command line, so it parses STRICTLY:
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# an unknown flag or an out-of-range value stops the server with a message
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# rather than starting one that silently ignores half of what it was told.
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config = ServerConfig.parse(OS.get_cmdline_user_args())
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if config.help_requested:
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print(ServerConfig.help_text())
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get_tree().quit(0)
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return
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if not config.is_valid():
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# Straight to stderr-ish plain print rather than through _log: the log
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# level itself may be one of the things that failed to parse, and an
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# operator running this by hand needs to see every problem at once, not
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# the first one.
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printerr("cosmic-clash-server: refusing to start")
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for problem in config.errors:
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printerr(" %s" % problem)
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printerr("try --help")
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get_tree().quit(1)
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return
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var port := int(config.get_value("port"))
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var max_clients := int(config.get_value("max-clients"))
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_log_level = LOG_LEVELS[String(config.get_value("log-level"))]
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NetworkManager.client_connected.connect(_on_client_connected)
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NetworkManager.client_disconnected.connect(_on_client_disconnected)
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MatchNet.player_joined.connect(_on_player_joined)
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MatchNet.player_left.connect(_on_player_left)
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var err := NetworkManager.host(port, max_clients)
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if err != OK:
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_log("error", "server_boot_failed", {"port": port, "error": error_string(err)})
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get_tree().quit(1)
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return
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_log("info", "server_started", {"port": port, "max_clients": max_clients})
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_last_physics_frame = Engine.get_physics_frames()
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func _process(_delta: float) -> void:
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NetworkManager.poll()
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var current := Engine.get_physics_frames()
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var steps := current - _last_physics_frame
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_last_physics_frame = current
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# §9 gotcha 6: with physics_jitter_fix = 0.0, frames legitimately
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# alternate between 0 and 2 ticks even on an idle, healthy server —
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# that's expected quantisation, not backlog. A real overrun is the
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# accumulator failing to drain back down, i.e. 3+ ticks in one frame.
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if steps > 2 and _watchdog_armed:
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_log("warn", "physics_overrun", {"steps": steps})
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_watchdog_armed = true
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func _physics_process(_delta: float) -> void:
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NetworkManager.poll()
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func _on_client_connected(peer_id: int) -> void:
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_log("debug", "peer_connected", {"peer_id": peer_id})
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func _on_client_disconnected(peer_id: int) -> void:
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_log("debug", "peer_disconnected", {"peer_id": peer_id})
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func _on_player_joined(peer_id: int, player_name: String) -> void:
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_log("info", "player_joined", {"peer_id": peer_id, "name": player_name})
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func _on_player_left(peer_id: int) -> void:
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_log("info", "player_left", {"peer_id": peer_id})
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func _log(level: String, event: String, fields: Dictionary) -> void:
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if LOG_LEVELS.get(level, 1) < _log_level:
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return
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var parts := PackedStringArray()
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for key in fields:
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parts.append("%s=%s" % [key, str(fields[key])])
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var elapsed_sec := (Time.get_ticks_msec() - _boot_ms) / 1000.0
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print("[%.3f] %s %s %s" % [elapsed_sec, level.to_upper(), event, " ".join(parts)])
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