mirror of
https://github.com/jcreek/CosmicClash.git
synced 2026-09-10 16:04:04 +00:00
135 lines
6.1 KiB
GDScript
135 lines
6.1 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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# Dedicated *exports* reach this scene without the CLI argument above, via the
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# `run/main_scene.dedicated_server` feature override in project.godot — the same
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# project-setting mechanism the training export uses for training.tscn. That
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# override is deliberately uncommented in project.godot: Godot's ConfigFile
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# writer does not round-trip comments, and a `#` block directly above a setting
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# can be spliced into the setting's own line on rewrite, silently commenting it
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# out and sending dedicated builds to the interactive main menu instead of here.
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# `tests/cases/test_project_settings.gd` fails loudly if that ever happens.
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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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var _last_physics_frame := 0
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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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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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ServerLog.configure(String(config.get_value("log-level")))
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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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var allocated_mode := bool(config.get_value("allocated-mode"))
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var assigned_transport := String(config.get_value("transport"))
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# Hosted SDR is not wired into the Godot transport layer yet. Refuse the
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# allocated launch rather than silently opening an ENet endpoint that does
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# not match the signed assignment's transport contract.
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if allocated_mode and assigned_transport != NetworkManager.TRANSPORT_ENET:
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printerr("cosmic-clash-server: allocated transport '%s' is not supported by this build" % assigned_transport)
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get_tree().quit(1)
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return
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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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ServerLog.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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_install_match_loop()
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ServerLog.info("server_started", {
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"port": port, "max_clients": max_clients, "log_level": ServerLog.level_name(),
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"min_players": int(config.get_value("min-players")),
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"max_matches": 1 if allocated_mode else int(config.get_value("max-matches")),
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"arena_rotation": String(config.get_value("arena-rotation")),
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"allocated_mode": allocated_mode,
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"match_id": String(config.get_value("match-id")) if allocated_mode else "",
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"server_id": String(config.get_value("server-id")) if allocated_mode else "",
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"region": String(config.get_value("region")) if allocated_mode else "",
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"transport": assigned_transport if allocated_mode else NetworkManager.TRANSPORT_ENET,
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})
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_last_physics_frame = Engine.get_physics_frames()
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# Task 6.5. Parented to the ROOT rather than to this node: the loop calls
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# change_scene_to_file, which frees the current scene — and this boot scene IS
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# the current scene, so a loop parented here would be freed by the first match
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# it started. Same constraint the smoke-test hooks document.
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func _install_match_loop() -> void:
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var loop := ServerMatchLoop.new()
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loop.name = "ServerMatchLoop"
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loop.min_players = int(config.get_value("min-players"))
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loop.start_countdown_seconds = float(config.get_value("start-countdown"))
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loop.max_matches = 1 if bool(config.get_value("allocated-mode")) else int(config.get_value("max-matches"))
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loop.rotation_mode = String(config.get_value("arena-rotation"))
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get_tree().root.add_child.call_deferred(loop)
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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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ServerLog.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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ServerLog.debug("peer_connected", {"peer_id": peer_id})
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func _on_client_disconnected(peer_id: int) -> void:
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ServerLog.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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ServerLog.info("player_joined", {"peer_id": peer_id, "name": player_name, "roster": MatchNet.roster.size()})
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func _on_player_left(peer_id: int) -> void:
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ServerLog.info("player_left", {"peer_id": peer_id, "roster": MatchNet.roster.size()})
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