Separating state out of the location
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@@ -0,0 +1,129 @@
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cmake_minimum_required(VERSION 3.16)
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project(GameServer LANGUAGES CXX)
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_EXTENSIONS OFF)
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set(GAME_ROOT "${CMAKE_CURRENT_LIST_DIR}/..")
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find_package(Threads REQUIRED)
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find_package(Eigen3 3.3 CONFIG QUIET)
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if(NOT TARGET Eigen3::Eigen)
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set(EIGEN_BUNDLED_DIR "${GAME_ROOT}/thirdparty/eigen-5.0.0")
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if(NOT EXISTS "${EIGEN_BUNDLED_DIR}/Eigen/Core")
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message(FATAL_ERROR
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"Eigen3 was not found. Install Eigen3 or configure the graphical "
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"project once to populate thirdparty/eigen-5.0.0.")
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endif()
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add_library(game_server_eigen INTERFACE)
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target_include_directories(game_server_eigen INTERFACE "${EIGEN_BUNDLED_DIR}")
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add_library(Eigen3::Eigen ALIAS game_server_eigen)
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endif()
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add_library(game_server_core STATIC
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"${GAME_ROOT}/src/Campaign.cpp"
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"${GAME_ROOT}/src/Campaign.h"
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"${GAME_ROOT}/src/CharacterState.cpp"
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"${GAME_ROOT}/src/CharacterState.h"
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"${GAME_ROOT}/src/GameState.cpp"
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"${GAME_ROOT}/src/GameState.h"
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"${GAME_ROOT}/src/ISaveable.h"
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"${GAME_ROOT}/src/Localization.cpp"
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"${GAME_ROOT}/src/Localization.h"
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"${GAME_ROOT}/src/LocationGameState.cpp"
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"${GAME_ROOT}/src/LocationGameState.h"
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"${GAME_ROOT}/src/LocationState.cpp"
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"${GAME_ROOT}/src/LocationState.h"
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"${GAME_ROOT}/src/NpcCar.cpp"
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"${GAME_ROOT}/src/NpcCar.h"
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"${GAME_ROOT}/src/content/LocationDefinition.cpp"
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"${GAME_ROOT}/src/content/LocationDefinition.h"
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"${GAME_ROOT}/src/game_server/IGameServer.h"
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"${GAME_ROOT}/src/game_server/IGameServerLifecycle.h"
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"${GAME_ROOT}/src/game_server/InternalGameServer.cpp"
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"${GAME_ROOT}/src/game_server/InternalGameServer.h"
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"${GAME_ROOT}/src/items/InteractiveObjectState.cpp"
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"${GAME_ROOT}/src/items/InteractiveObjectState.h"
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"${GAME_ROOT}/src/items/Inventory.cpp"
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"${GAME_ROOT}/src/items/Item.h"
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"${GAME_ROOT}/src/navigation/PathFinder.cpp"
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"${GAME_ROOT}/src/navigation/PathFinder.h"
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"${GAME_ROOT}/src/quest/QuestJournal.cpp"
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"${GAME_ROOT}/src/quest/QuestJournal.h"
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"${GAME_ROOT}/src/quest/QuestTypes.h"
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"${GAME_ROOT}/src/utils/HeadlessUtils.cpp"
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"${GAME_ROOT}/src/utils/Utils.h"
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)
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source_group(TREE "${GAME_ROOT}/src" PREFIX "Source" FILES
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"${GAME_ROOT}/src/Campaign.cpp"
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"${GAME_ROOT}/src/Campaign.h"
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"${GAME_ROOT}/src/CharacterState.cpp"
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"${GAME_ROOT}/src/CharacterState.h"
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"${GAME_ROOT}/src/GameState.cpp"
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"${GAME_ROOT}/src/GameState.h"
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"${GAME_ROOT}/src/ISaveable.h"
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"${GAME_ROOT}/src/Localization.cpp"
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"${GAME_ROOT}/src/Localization.h"
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"${GAME_ROOT}/src/LocationGameState.cpp"
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"${GAME_ROOT}/src/LocationGameState.h"
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"${GAME_ROOT}/src/LocationState.cpp"
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"${GAME_ROOT}/src/LocationState.h"
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"${GAME_ROOT}/src/NpcCar.cpp"
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"${GAME_ROOT}/src/NpcCar.h"
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"${GAME_ROOT}/src/content/LocationDefinition.cpp"
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"${GAME_ROOT}/src/content/LocationDefinition.h"
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"${GAME_ROOT}/src/game_server/IGameServer.h"
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"${GAME_ROOT}/src/game_server/IGameServerLifecycle.h"
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"${GAME_ROOT}/src/game_server/InternalGameServer.cpp"
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"${GAME_ROOT}/src/game_server/InternalGameServer.h"
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"${GAME_ROOT}/src/items/InteractiveObjectState.cpp"
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"${GAME_ROOT}/src/items/InteractiveObjectState.h"
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"${GAME_ROOT}/src/items/Inventory.cpp"
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"${GAME_ROOT}/src/items/Item.h"
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"${GAME_ROOT}/src/navigation/PathFinder.cpp"
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"${GAME_ROOT}/src/navigation/PathFinder.h"
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"${GAME_ROOT}/src/quest/QuestJournal.cpp"
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"${GAME_ROOT}/src/quest/QuestJournal.h"
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"${GAME_ROOT}/src/quest/QuestTypes.h"
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"${GAME_ROOT}/src/utils/HeadlessUtils.cpp"
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"${GAME_ROOT}/src/utils/Utils.h"
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)
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target_include_directories(game_server_core PUBLIC "${GAME_ROOT}/src")
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target_link_libraries(game_server_core PUBLIC Eigen3::Eigen Threads::Threads)
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target_compile_definitions(game_server_core PRIVATE FRG_HEADLESS_SERVER=1)
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if(MSVC)
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target_compile_options(game_server_core PRIVATE /W4 /permissive-)
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else()
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target_compile_options(game_server_core PRIVATE -Wall -Wextra -Wpedantic)
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endif()
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add_executable(GameServer src/main.cpp README.md)
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source_group("Server" FILES src/main.cpp README.md)
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target_link_libraries(GameServer PRIVATE game_server_core)
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include(CTest)
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if(BUILD_TESTING)
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add_executable(
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GameServerStateTests tests/LocationGameStateTests.cpp)
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target_link_libraries(GameServerStateTests PRIVATE game_server_core)
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source_group(
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"Server\\Tests" FILES tests/LocationGameStateTests.cpp)
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add_test(
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NAME GameServer.LocationState
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COMMAND GameServerStateTests)
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add_test(
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NAME GameServer.IdleSmoke
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COMMAND GameServer --ticks 2 --no-sleep)
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add_test(
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NAME GameServer.BattleZoneZeroPlayers
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COMMAND GameServer --campaign battle_zone --location uni_exterior
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--ticks 2 --no-sleep)
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set_tests_properties(
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GameServer.BattleZoneZeroPlayers
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PROPERTIES WORKING_DIRECTORY "${GAME_ROOT}")
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endif()
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@@ -0,0 +1,77 @@
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# Headless GameServer
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This target runs the authoritative `InternalGameServer` without SDL, OpenGL,
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audio, Lua, or rendering dependencies. It can prepare campaign/location data
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headlessly; networking is not implemented yet.
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## Build
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Windows:
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```powershell
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cmake -S server -B server/build
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cmake --build server/build --config Release --target GameServer
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ctest --test-dir server/build -C Release --output-on-failure
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```
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Linux:
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```bash
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cmake -S server -B server/build -DCMAKE_BUILD_TYPE=Release
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cmake --build server/build --target GameServer --parallel
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ctest --test-dir server/build --output-on-failure
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```
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Eigen3 must either be installed or be available at
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`thirdparty/eigen-5.0.0`. The headless target reads ordinary filesystem resources
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only; ZIP-backed campaign loading belongs to the later content-loading
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milestone.
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Run until interrupted:
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```bash
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./server/build/GameServer
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```
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For a multi-configuration Windows build, the executable is normally
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`server/build/Release/GameServer.exe`.
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For smoke tests, `--ticks N` limits execution and `--no-sleep` skips the
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real-time delay.
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Load a location with no players:
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```bash
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./server/build/GameServer --campaign battle_zone --location uni_exterior
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```
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If `--location` is omitted, the campaign's configured start location is used.
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`--campaigns PATH` selects a different campaign registry. Content paths are
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resolved from the process working directory, so run from the repository root
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when using the bundled `resources/` tree.
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Available startup options:
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```text
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--campaign ID
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--location ID
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--campaigns PATH
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--tick-ms N
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--ticks N
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--no-sleep
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```
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The graphical client executes Lua/dialogue behavior after building its runtime
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`Location`; the headless content pass loads authoritative navigation, NPC,
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interactive-object, trigger, teleport, taxi, and animation metadata only.
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The standalone lifecycle intentionally creates neither the local `"player"` nor
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the battle-zone test bot. Those are opt-ins used by the graphical host.
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## Tests
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CTest covers:
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- repeated `LocationGameState::setup()` preserving mutable runtime state;
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- ticking a prepared location with zero players;
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- idle server startup;
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- headless loading of `battle_zone/uni_exterior`.
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@@ -0,0 +1,123 @@
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#include "game_server/InternalGameServer.h"
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#include "Campaign.h"
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#include <atomic>
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#include <chrono>
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#include <csignal>
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#include <cstdlib>
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#include <exception>
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#include <iostream>
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#include <limits>
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#include <string>
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#include <thread>
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namespace {
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std::atomic_bool stopRequested{false};
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void requestStop(int)
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{
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stopRequested.store(true);
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}
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std::int64_t parsePositiveNumber(const char* value, const char* option)
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{
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try {
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const std::string text(value);
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std::size_t consumed = 0;
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const long long parsed = std::stoll(text, &consumed);
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if (consumed != text.size() || parsed <= 0)
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throw std::invalid_argument("not positive");
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return static_cast<std::int64_t>(parsed);
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} catch (const std::exception&) {
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throw std::runtime_error(
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std::string("Invalid value for ") + option + ": " + value);
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}
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}
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} // namespace
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int main(int argc, char** argv)
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{
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std::int64_t tickMs = 50;
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std::int64_t maxTicks = (std::numeric_limits<std::int64_t>::max)();
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bool sleepBetweenTicks = true;
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std::string campaignId;
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std::string locationId;
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std::string campaignsPath = "resources/config/campaigns.json";
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try {
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for (int index = 1; index < argc; ++index) {
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const std::string option(argv[index]);
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if (option == "--ticks" && index + 1 < argc) {
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maxTicks = parsePositiveNumber(argv[++index], "--ticks");
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} else if (option == "--tick-ms" && index + 1 < argc) {
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tickMs = parsePositiveNumber(argv[++index], "--tick-ms");
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} else if (option == "--no-sleep") {
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sleepBetweenTicks = false;
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} else if (option == "--campaign" && index + 1 < argc) {
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campaignId = argv[++index];
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} else if (option == "--location" && index + 1 < argc) {
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locationId = argv[++index];
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} else if (option == "--campaigns" && index + 1 < argc) {
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campaignsPath = argv[++index];
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} else if (option == "--help") {
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std::cout
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<< "Usage: GameServer [--ticks N] [--tick-ms N] "
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"[--no-sleep] [--campaign ID] [--location ID] "
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"[--campaigns PATH]\n";
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return EXIT_SUCCESS;
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} else {
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throw std::runtime_error("Unknown or incomplete option: " + option);
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}
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}
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} catch (const std::exception& error) {
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std::cerr << error.what() << '\n';
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return EXIT_FAILURE;
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}
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std::signal(SIGINT, requestStop);
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std::signal(SIGTERM, requestStop);
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FRG::InternalGameServer server;
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if (!campaignId.empty()) {
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try {
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FRG::CampaignRegistry::instance().loadFromJson(campaignsPath);
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const FRG::CampaignConfig* campaign =
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FRG::CampaignRegistry::instance().find(campaignId);
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if (!campaign)
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throw std::runtime_error(
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"Unknown campaign '" + campaignId + "'");
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const std::string selectedLocation = locationId.empty()
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? campaign->startLocation : locationId;
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const FRG::LocationConfig* location =
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campaign->findLocation(selectedLocation);
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if (!location)
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throw std::runtime_error(
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"Campaign '" + campaignId +
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"' has no location '" + selectedLocation + "'");
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server.startCampaign(*campaign, std::string(), false, false);
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server.prepareLocation(*location);
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server.activateLocation(selectedLocation);
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std::cout << "Loaded campaign '" << campaignId
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<< "', location '" << selectedLocation
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<< "' with zero players\n";
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} catch (const std::exception& error) {
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std::cerr << "Server content setup failed: "
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<< error.what() << '\n';
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return EXIT_FAILURE;
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}
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}
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const auto tickDuration = std::chrono::milliseconds(tickMs);
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auto nextTick = std::chrono::steady_clock::now();
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std::cout << "GameServer started (idle headless mode, "
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<< tickMs << " ms tick)\n";
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for (std::int64_t tick = 0;
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tick < maxTicks && !stopRequested.load(); ++tick) {
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nextTick += tickDuration;
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server.update(tickMs);
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if (sleepBetweenTicks) std::this_thread::sleep_until(nextTick);
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}
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std::cout << "GameServer stopped\n";
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return EXIT_SUCCESS;
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}
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@@ -0,0 +1,67 @@
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#include "LocationGameState.h"
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#include <cstdlib>
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#include <iostream>
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namespace {
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int fail(const char* message)
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{
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std::cerr << message << '\n';
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return EXIT_FAILURE;
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}
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} // namespace
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int main()
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{
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FRG::LocationDefinition definition;
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definition.config.id = "test_location";
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FRG::NpcData npc;
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npc.id = "npc";
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npc.name = "Test NPC";
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npc.hp = 75.f;
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definition.npcs.push_back(npc);
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FRG::InteractiveObjectData object;
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object.id = "object";
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object.base.name = "Test Object";
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object.base.meshPath = "unused.mesh";
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object.isActive = true;
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definition.interactiveObjects.push_back(object);
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FRG::TriggerZoneDefinition trigger;
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trigger.id = "trigger";
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trigger.enabled = true;
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definition.triggerZones.push_back(trigger);
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FRG::TeleportDefinition teleport;
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teleport.id = "teleport";
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teleport.active = false;
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definition.teleports.push_back(teleport);
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FRG::LocationGameState state;
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if (!state.setup(definition, {}))
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return fail("First setup must initialize runtime fields");
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if (state.npcs.size() != 1 || state.interactiveObjects.size() != 1)
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return fail("Definitions were not applied");
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state.npcs.at("npc")->hp = 12.f;
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state.interactiveObjects.at("object")->isActive = false;
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state.triggerZones.at("trigger").enabled = false;
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state.teleportZones.at("teleport") = true;
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state.hasPersistentState = true;
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if (state.setup(definition, {}))
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return fail("Persistent setup must not reinitialize runtime fields");
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if (state.npcs.at("npc")->hp != 12.f ||
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state.interactiveObjects.at("object")->isActive ||
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state.triggerZones.at("trigger").enabled ||
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!state.teleportZones.at("teleport")) {
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return fail("Repeated setup did not preserve runtime state");
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}
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FRG::PlayerStateMap noPlayers;
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state.update(50, noPlayers, false);
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return EXIT_SUCCESS;
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}
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Block a user