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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. On Windows it exposes a deterministic
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lockstep session through a Boost.Beast WebSocket listener.
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audio, Lua, or rendering dependencies. It exposes a deterministic lockstep
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session through a Boost.Beast WebSocket listener (Windows and Linux).
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## Requirements
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- CMake >= 3.16, a C++17 compiler (MSVC, or GCC/Clang on Linux)
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- Ubuntu: `sudo apt install build-essential cmake git unzip curl`
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- Internet access on the first configure (see below)
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Eigen and Boost are **downloaded automatically** by
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`cmake/FetchDependenciesServer.cmake` into `thirdparty/` the first time CMake
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configures the project (Boost zip is ~200 MB). A system Eigen3 is used if
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installed; Boost is always taken from `thirdparty/boost_1_90_0` so versions match
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the Windows build. Nothing else (SDL, zlib, libzip, ...) is needed.
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## Build
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Linux (recommended helper, 1 compile job to stay within low RAM):
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```bash
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server/scripts/build.sh # JOBS=2 server/scripts/build.sh for more
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```
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Or manually:
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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 1
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ctest --test-dir server/build --output-on-failure
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```
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Windows:
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```powershell
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@@ -14,91 +40,126 @@ 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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> **Memory note:** compiling Boost.Beast code can use 1-1.5 GB per translation
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> unit. On a small VDS keep `--parallel 1`; if the compiler gets OOM-killed, add
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> temporary swap (`sudo fallocate -l 2G /swapfile && sudo chmod 600 /swapfile &&
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> sudo mkswap /swapfile && sudo swapon /swapfile`). The running server itself
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> needs only a few tens of MB.
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After every build the repository's `resources/` directory is copied next to the
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binary (`server/build/resources`, or `server/build/Release/resources` on
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Windows). Content paths are resolved from the process working directory, so the
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server must be started from the directory that contains `resources/`.
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## Run
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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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server/scripts/run-server.sh
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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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This does `cd server/build` and runs
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```bash
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./server/build/GameServer
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./GameServer --campaign battle_zone_multiplayer --address 127.0.0.1 --port 8081
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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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Environment overrides: `CAMPAIGN`, `LOCATION`, `ADDRESS`, `PORT`, `BUILD_DIR`.
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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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Start the multiplayer lockstep server:
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Windows equivalent:
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```powershell
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.\server\build\Release\GameServer.exe --campaign battle_zone_multiplayer --location uni_exterior
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.\server\build\Release\GameServer.exe --campaign battle_zone_multiplayer
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```
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The listener defaults to `ws://0.0.0.0:8080`. Launch the Windows graphical game
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afterward and select `battle_zone_multiplayer`; that campaign connects to
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`ws://127.0.0.1:8080`. Other campaigns continue to use the in-process server.
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Command line options: `--campaign ID`, `--location ID`, `--campaigns PATH`
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(default `resources/config/campaigns.json`), `--address IP` (default `0.0.0.0`),
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`--port N` (default `8080`), `--ticks N` and `--no-sleep` (smoke tests).
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The server sends one state snapshot when a player connects, then broadcasts one
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numbered command bundle every 100 ms. Bundles may be empty. Destination input is
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scheduled two ticks (200 ms) in the future. Tick IDs, rather than server or
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client wall-clock values, define simulation time.
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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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## Production deployment (Ubuntu, systemd + nginx)
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Available startup options:
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The server listens on loopback only (`127.0.0.1:8081`); nginx terminates TLS and
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proxies WebSocket traffic.
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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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--address IP
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--port N
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--tick-ms 100
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--ticks N
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--no-sleep
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### 1. systemd service
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```bash
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sudo cp server/deploy/shadow-gameserver.service /etc/systemd/system/
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sudo systemctl daemon-reload
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sudo systemctl enable --now shadow-gameserver
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systemctl status shadow-gameserver
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journalctl -u shadow-gameserver -f # logs
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```
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Network mode requires a 100 ms tick; another `--tick-ms` value is rejected.
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The selected campaign's `networkPlayerSlots` lists pre-existing character IDs
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assigned to connections in order. `networkCompatibility` is a release token
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that must be changed whenever deterministic content changes; clients reject a
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different token. The bundled multiplayer Battle Zone has two slots (`player`
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and `player2`) and rejects additional clients. Disconnecting
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releases the slot. The bot's random autonomous controller is disabled in
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multiplayer.
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The unit caps memory at 512 MB and restarts on failure. After rebuilding run
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`sudo systemctl restart shadow-gameserver`. Edit `User=`/paths in the unit if the
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repository lives elsewhere. To run a second server, copy the unit with another
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`PORT` (and campaign) and add a matching `/server002/` location.
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The graphical client executes presentation 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. Lua and
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dialogue-driven shared multiplayer behavior is not yet supported.
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### 2. nginx
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## Tests
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```bash
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sudo cp server/deploy/nginx-api.shadowoverbishkek.com.conf \
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/etc/nginx/sites-available/api.shadowoverbishkek.com
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sudo ln -s /etc/nginx/sites-available/api.shadowoverbishkek.com \
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/etc/nginx/sites-enabled/
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sudo nginx -t && sudo systemctl reload nginx
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```
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CTest covers:
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`location /server001/` proxies to `http://127.0.0.1:8081/` with WebSocket
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upgrade headers and a 1 hour read/send timeout (the trailing slashes strip the
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`/server001` prefix).
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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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- deterministic fixed-100 ms replay behavior;
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- protocol-v2 parsing, validation, target normalization, state hashing, and
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two-tick command ordering;
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- a WebSocket initial-state/slot/destination/tick integration test;
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- idle server startup;
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- headless loading of `battle_zone_multiplayer/uni_exterior`.
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### 3. HTTPS certificate
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The lockstep implementation currently targets identical executable and content
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builds. Diagnostic state hashes detect divergence, but there is no automatic
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checkpoint resynchronization or reconnect input history yet.
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DNS for `api.shadowoverbishkek.com` must point at the VDS first.
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```bash
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sudo certbot --nginx -d api.shadowoverbishkek.com
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```
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Certbot issues a Let's Encrypt certificate, adds the `443 ssl` block and an HTTP
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to HTTPS redirect, and installs auto-renewal (`systemctl list-timers | grep certbot`).
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## Connecting
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Public endpoint: **`wss://api.shadowoverbishkek.com/server001/`**
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Handshake check from any machine (expects `HTTP/1.1 101 Switching Protocols`):
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```bash
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curl -i -N --max-time 3 \
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-H "Connection: Upgrade" -H "Upgrade: websocket" \
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-H "Sec-WebSocket-Version: 13" -H "Sec-WebSocket-Key: x3JJHMbDL1EzLkh9GBhXDw==" \
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https://api.shadowoverbishkek.com/server001/
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```
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Or interactively: `npx wscat -c wss://api.shadowoverbishkek.com/server001/`.
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Locally on the VDS, bypassing nginx: `ws://127.0.0.1:8081`.
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> **Client limitation:** `src/game_server/WebsocketGameClient.cpp` currently
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> speaks plain `ws://host:port` to `/` (no TLS, no path). Until TLS and path
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> support are added to the client, the graphical game can only connect directly
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> to a non-proxied server (e.g. `ws://127.0.0.1:8080`), not to the `wss://` URL.
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## Troubleshooting
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- `Animation metadata failed ... Invalid animation file`: the `.anim` files are
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Git LFS pointer stubs (`version https://git-lfs...`). Fetch the real files with
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`git lfs pull` (or copy `resources/` from a full checkout) and rebuild.
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- `GameServer.LocationState` test currently fails on every platform: it expects
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`battle_zone` and `battle_zone_multiplayer` to share a start-state file, but
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`campaigns.json` points them to different files.
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- `Server content setup failed`: the server was not started from the directory
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containing `resources/` (use `run-server.sh`).
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- `WebSocket listener setup failed`: port already in use (`ss -ltnp | grep 8081`).
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- `502 Bad Gateway` from nginx: service not running (`systemctl status
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shadow-gameserver`).
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- Connection drops after ~60 s: check `proxy_read_timeout` in the nginx location.
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- Compiler "Killed" / `internal compiler error`: out of memory, see the memory note.
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