Working on the server

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Vladislav Khorev committed 2026-11-05 20:12:30 +06:00
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commit 28c6e83eda
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@@ -42,11 +42,11 @@ real-time delay.
Start the first multiplayer transport iteration:
```powershell
.\server\build\Release\GameServer.exe --campaign battle_zone --location uni_exterior
.\server\build\Release\GameServer.exe --campaign battle_zone_multiplayer --location uni_exterior
```
The listener defaults to `ws://0.0.0.0:8080`. Launch the Windows graphical game
afterward and select `battle_zone`; that campaign connects to
afterward and select `battle_zone_multiplayer`; that campaign connects to
`ws://127.0.0.1:8080`. Other campaigns continue to use the in-process server.
The server broadcasts an initial full state and then one every five seconds.
Client commands are intentionally discarded in this iteration.
@@ -83,4 +83,4 @@ CTest covers:
- repeated `LocationGameState::setup()` preserving mutable runtime state;
- ticking a prepared location with zero players;
- idle server startup;
- headless loading of `battle_zone/uni_exterior`.
- headless loading of `battle_zone_multiplayer/uni_exterior`.