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networking2
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server
| Author | SHA1 | Date | |
|---|---|---|---|
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8c4eeb9793 |
No files matched your search
@@ -0,0 +1,47 @@
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# cmake/FetchDependenciesServer.cmake
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#
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# Downloads only what the headless GameServer needs (Eigen + Boost headers).
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# Skips anything already present in thirdparty/. Works on Windows and Linux.
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set(THIRDPARTY_DIR "${CMAKE_CURRENT_LIST_DIR}/../thirdparty")
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file(MAKE_DIRECTORY "${THIRDPARTY_DIR}")
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macro(server_check_and_download URL ARCHIVE_NAME EXTRACTED_DIR_NAME CHECK_FILE)
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set(_archive_path "${THIRDPARTY_DIR}/${ARCHIVE_NAME}")
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set(_src_path "${THIRDPARTY_DIR}/${EXTRACTED_DIR_NAME}")
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if(NOT EXISTS "${_src_path}/${CHECK_FILE}")
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if(NOT EXISTS "${_archive_path}")
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message(STATUS "Downloading ${ARCHIVE_NAME}...")
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file(DOWNLOAD "${URL}" "${_archive_path}"
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SHOW_PROGRESS STATUS _dl_status)
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list(GET _dl_status 0 _dl_code)
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if(NOT _dl_code EQUAL 0)
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file(REMOVE "${_archive_path}")
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message(FATAL_ERROR "Failed to download ${URL}: ${_dl_status}")
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endif()
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endif()
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message(STATUS "Extracting ${ARCHIVE_NAME}...")
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execute_process(
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COMMAND ${CMAKE_COMMAND} -E tar xf "${_archive_path}"
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WORKING_DIRECTORY "${THIRDPARTY_DIR}"
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RESULT_VARIABLE _tar_res)
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if(NOT _tar_res EQUAL 0)
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message(FATAL_ERROR "Failed to extract ${_archive_path}")
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endif()
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endif()
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endmacro()
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# Eigen: only needed if no system install is available.
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find_package(Eigen3 3.3 CONFIG QUIET)
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if(NOT TARGET Eigen3::Eigen)
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server_check_and_download(
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"https://gitlab.com/libeigen/eigen/-/archive/5.0.0/eigen-5.0.0.zip"
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"eigen-5.0.0.zip" "eigen-5.0.0" "signature_of_eigen3_matrix_library")
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endif()
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# Boost (header-only usage: asio + beast). Use bundled copy always so the
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# version matches the Windows build.
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server_check_and_download(
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"https://archives.boost.io/release/1.90.0/source/boost_1_90_0.zip"
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"boost_1_90_0.zip" "boost_1_90_0" "boost/asio.hpp")
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+33
-18
@@ -9,6 +9,7 @@ set(CMAKE_CXX_EXTENSIONS OFF)
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set(GAME_ROOT "${CMAKE_CURRENT_LIST_DIR}/..")
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find_package(Threads REQUIRED)
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include("${GAME_ROOT}/cmake/FetchDependenciesServer.cmake")
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find_package(Eigen3 3.3 CONFIG QUIET)
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if(NOT TARGET Eigen3::Eigen)
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set(EIGEN_BUNDLED_DIR "${GAME_ROOT}/thirdparty/eigen-5.0.0")
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@@ -105,24 +106,32 @@ 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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set(BOOST_BUNDLED_DIR "${GAME_ROOT}/thirdparty/boost_1_90_0")
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if(NOT EXISTS "${BOOST_BUNDLED_DIR}/boost/asio.hpp")
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message(FATAL_ERROR
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"Boost was not found at thirdparty/boost_1_90_0 and could not be "
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"downloaded.")
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endif()
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target_sources(GameServer PRIVATE
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"${GAME_ROOT}/src/game_server/NetworkProtocol.cpp"
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"${GAME_ROOT}/src/game_server/NetworkProtocol.h"
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"${GAME_ROOT}/src/game_server/WebsocketGameServer.cpp"
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"${GAME_ROOT}/src/game_server/WebsocketGameServer.h")
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target_include_directories(GameServer PRIVATE "${BOOST_BUNDLED_DIR}")
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target_compile_definitions(GameServer PRIVATE NETWORK)
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if(WIN32)
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set(BOOST_BUNDLED_DIR "${GAME_ROOT}/thirdparty/boost_1_90_0")
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if(NOT EXISTS "${BOOST_BUNDLED_DIR}/boost/asio.hpp")
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message(FATAL_ERROR
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"Boost was not found at thirdparty/boost_1_90_0. Configure the "
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"graphical project once to populate it.")
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endif()
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target_sources(GameServer PRIVATE
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"${GAME_ROOT}/src/game_server/NetworkProtocol.cpp"
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"${GAME_ROOT}/src/game_server/NetworkProtocol.h"
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"${GAME_ROOT}/src/game_server/WebsocketGameServer.cpp"
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"${GAME_ROOT}/src/game_server/WebsocketGameServer.h")
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target_include_directories(GameServer PRIVATE "${BOOST_BUNDLED_DIR}")
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target_compile_definitions(
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GameServer PRIVATE NETWORK WIN32_LEAN_AND_MEAN _WIN32_WINNT=0x0A00)
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GameServer PRIVATE WIN32_LEAN_AND_MEAN _WIN32_WINNT=0x0A00)
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target_link_libraries(GameServer PRIVATE ws2_32 mswsock)
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endif()
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# The server reads configs from ./resources relative to its working directory,
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# so keep a copy next to the binary after every build.
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add_custom_command(TARGET GameServer POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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"${GAME_ROOT}/resources" "$<TARGET_FILE_DIR:GameServer>/resources"
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COMMENT "Copying resources next to GameServer")
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include(CTest)
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if(BUILD_TESTING)
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add_executable(
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@@ -141,7 +150,8 @@ if(BUILD_TESTING)
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add_test(
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NAME GameServer.LocationState
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COMMAND GameServerStateTests)
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if(WIN32)
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# network tests (all platforms)
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if(TRUE)
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add_executable(
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GameServerNetworkProtocolTests
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tests/NetworkProtocolTests.cpp
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@@ -161,11 +171,16 @@ if(BUILD_TESTING)
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target_include_directories(
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GameServerWebsocketLockstepTests PRIVATE "${BOOST_BUNDLED_DIR}")
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target_compile_definitions(
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GameServerWebsocketLockstepTests PRIVATE
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NETWORK WIN32_LEAN_AND_MEAN _WIN32_WINNT=0x0A00)
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GameServerWebsocketLockstepTests PRIVATE NETWORK)
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target_link_libraries(
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GameServerWebsocketLockstepTests PRIVATE
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game_server_core ws2_32 mswsock)
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GameServerWebsocketLockstepTests PRIVATE game_server_core)
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if(WIN32)
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target_compile_definitions(
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GameServerWebsocketLockstepTests PRIVATE
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WIN32_LEAN_AND_MEAN _WIN32_WINNT=0x0A00)
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target_link_libraries(
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GameServerWebsocketLockstepTests PRIVATE ws2_32 mswsock)
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endif()
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add_test(
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NAME GameServer.WebsocketLockstep
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COMMAND GameServerWebsocketLockstepTests)
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+123
-62
@@ -1,11 +1,37 @@
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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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|
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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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|
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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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|
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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.
|
||||
|
||||
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.
|
||||
### 2. nginx
|
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|
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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 \
|
||||
/etc/nginx/sites-enabled/
|
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sudo nginx -t && sudo systemctl reload nginx
|
||||
```
|
||||
|
||||
CTest covers:
|
||||
`location /server001/` proxies to `http://127.0.0.1:8081/` with WebSocket
|
||||
upgrade headers and a 1 hour read/send timeout (the trailing slashes strip the
|
||||
`/server001` prefix).
|
||||
|
||||
- repeated `LocationGameState::setup()` preserving mutable runtime state;
|
||||
- ticking a prepared location with zero players;
|
||||
- deterministic fixed-100 ms replay behavior;
|
||||
- protocol-v2 parsing, validation, target normalization, state hashing, and
|
||||
two-tick command ordering;
|
||||
- a WebSocket initial-state/slot/destination/tick integration test;
|
||||
- idle server startup;
|
||||
- headless loading of `battle_zone_multiplayer/uni_exterior`.
|
||||
### 3. HTTPS certificate
|
||||
|
||||
The lockstep implementation currently targets identical executable and content
|
||||
builds. Diagnostic state hashes detect divergence, but there is no automatic
|
||||
checkpoint resynchronization or reconnect input history yet.
|
||||
DNS for `api.shadowoverbishkek.com` must point at the VDS first.
|
||||
|
||||
```bash
|
||||
sudo certbot --nginx -d api.shadowoverbishkek.com
|
||||
```
|
||||
|
||||
Certbot issues a Let's Encrypt certificate, adds the `443 ssl` block and an HTTP
|
||||
to HTTPS redirect, and installs auto-renewal (`systemctl list-timers | grep certbot`).
|
||||
|
||||
## Connecting
|
||||
|
||||
Public endpoint: **`wss://api.shadowoverbishkek.com/server001/`**
|
||||
|
||||
Handshake check from any machine (expects `HTTP/1.1 101 Switching Protocols`):
|
||||
|
||||
```bash
|
||||
curl -i -N --max-time 3 \
|
||||
-H "Connection: Upgrade" -H "Upgrade: websocket" \
|
||||
-H "Sec-WebSocket-Version: 13" -H "Sec-WebSocket-Key: x3JJHMbDL1EzLkh9GBhXDw==" \
|
||||
https://api.shadowoverbishkek.com/server001/
|
||||
```
|
||||
|
||||
Or interactively: `npx wscat -c wss://api.shadowoverbishkek.com/server001/`.
|
||||
|
||||
Locally on the VDS, bypassing nginx: `ws://127.0.0.1:8081`.
|
||||
|
||||
> **Client limitation:** `src/game_server/WebsocketGameClient.cpp` currently
|
||||
> speaks plain `ws://host:port` to `/` (no TLS, no path). Until TLS and path
|
||||
> support are added to the client, the graphical game can only connect directly
|
||||
> to a non-proxied server (e.g. `ws://127.0.0.1:8080`), not to the `wss://` URL.
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
- `Animation metadata failed ... Invalid animation file`: the `.anim` files are
|
||||
Git LFS pointer stubs (`version https://git-lfs...`). Fetch the real files with
|
||||
`git lfs pull` (or copy `resources/` from a full checkout) and rebuild.
|
||||
- `GameServer.LocationState` test currently fails on every platform: it expects
|
||||
`battle_zone` and `battle_zone_multiplayer` to share a start-state file, but
|
||||
`campaigns.json` points them to different files.
|
||||
|
||||
- `Server content setup failed`: the server was not started from the directory
|
||||
containing `resources/` (use `run-server.sh`).
|
||||
- `WebSocket listener setup failed`: port already in use (`ss -ltnp | grep 8081`).
|
||||
- `502 Bad Gateway` from nginx: service not running (`systemctl status
|
||||
shadow-gameserver`).
|
||||
- Connection drops after ~60 s: check `proxy_read_timeout` in the nginx location.
|
||||
- Compiler "Killed" / `internal compiler error`: out of memory, see the memory note.
|
||||
@@ -0,0 +1,47 @@
|
||||
# Install to /etc/nginx/sites-available/api.shadowoverbishkek.com and symlink
|
||||
# into sites-enabled. Then: sudo certbot --nginx -d api.shadowoverbishkek.com
|
||||
server {
|
||||
server_name api.shadowoverbishkek.com;
|
||||
|
||||
access_log /var/log/nginx/api.shadowoverbishkek.com-access.log;
|
||||
error_log /var/log/nginx/api.shadowoverbishkek.com-error.log;
|
||||
|
||||
# wss://api.shadowoverbishkek.com/server001/ -> 127.0.0.1:8081
|
||||
location /server001/ {
|
||||
proxy_pass http://127.0.0.1:8081/;
|
||||
proxy_http_version 1.1;
|
||||
proxy_set_header Upgrade $http_upgrade;
|
||||
proxy_set_header Connection "upgrade";
|
||||
proxy_set_header Host $host;
|
||||
proxy_set_header X-Real-IP $remote_addr;
|
||||
proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;
|
||||
proxy_set_header X-Forwarded-Proto $scheme;
|
||||
proxy_read_timeout 3600s;
|
||||
proxy_send_timeout 3600s;
|
||||
}
|
||||
|
||||
location / {
|
||||
return 404;
|
||||
}
|
||||
|
||||
listen 443 ssl; # managed by Certbot
|
||||
ssl_certificate /etc/letsencrypt/live/api.shadowoverbishkek.com/fullchain.pem; # managed by Certbot
|
||||
ssl_certificate_key /etc/letsencrypt/live/api.shadowoverbishkek.com/privkey.pem; # managed by Certbot
|
||||
include /etc/letsencrypt/options-ssl-nginx.conf; # managed by Certbot
|
||||
ssl_dhparam /etc/letsencrypt/ssl-dhparams.pem; # managed by Certbot
|
||||
|
||||
}
|
||||
|
||||
server {
|
||||
if ($host = api.shadowoverbishkek.com) {
|
||||
return 301 https://$host$request_uri;
|
||||
} # managed by Certbot
|
||||
|
||||
|
||||
server_name api.shadowoverbishkek.com;
|
||||
|
||||
listen 80;
|
||||
return 404; # managed by Certbot
|
||||
|
||||
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
[Unit]
|
||||
Description=Shadow Over Bishkek GameServer (server001)
|
||||
After=network.target
|
||||
|
||||
[Service]
|
||||
Type=simple
|
||||
User=ubuntu
|
||||
ExecStart=/home/ubuntu/shadowoverbishkek-work/shadow-over-bishkek001/server/scripts/run-server.sh
|
||||
Environment=PORT=8081
|
||||
Restart=on-failure
|
||||
RestartSec=3
|
||||
MemoryMax=512M
|
||||
|
||||
[Install]
|
||||
WantedBy=multi-user.target
|
||||
Executable
+9
@@ -0,0 +1,9 @@
|
||||
#!/usr/bin/env bash
|
||||
# Configure and build the headless GameServer (Release).
|
||||
# Usage: server/scripts/build.sh (uses 1 job: safe for 2 GB RAM hosts)
|
||||
# JOBS=4 server/scripts/build.sh
|
||||
set -euo pipefail
|
||||
ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/../.." && pwd)"
|
||||
cmake -S "$ROOT/server" -B "$ROOT/server/build" -DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build "$ROOT/server/build" --target GameServer --parallel "${JOBS:-1}"
|
||||
echo "Built: $ROOT/server/build/GameServer"
|
||||
Executable
+16
@@ -0,0 +1,16 @@
|
||||
#!/usr/bin/env bash
|
||||
# Start the multiplayer GameServer. Listens on loopback only; nginx proxies
|
||||
# wss://api.shadowoverbishkek.com/server001/ to it.
|
||||
# Overrides: CAMPAIGN, LOCATION, ADDRESS, PORT, BUILD_DIR
|
||||
set -euo pipefail
|
||||
ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/../.." && pwd)"
|
||||
BUILD_DIR="${BUILD_DIR:-$ROOT/server/build}"
|
||||
CAMPAIGN="${CAMPAIGN:-battle_zone_multiplayer}"
|
||||
ADDRESS="${ADDRESS:-127.0.0.1}"
|
||||
PORT="${PORT:-8081}"
|
||||
|
||||
# Content paths are resolved from the working directory.
|
||||
cd "$BUILD_DIR"
|
||||
ARGS=(--campaign "$CAMPAIGN" --address "$ADDRESS" --port "$PORT")
|
||||
[ -n "${LOCATION:-}" ] && ARGS+=(--location "$LOCATION")
|
||||
exec ./GameServer "${ARGS[@]}"
|
||||
Reference in new issue
Block a user