Server launcher and start-up checks for other machines
- server/run_server.sh: checks Godot is 4.7+, imports a fresh copy once (the class cache in .godot/ isn't in git), then starts the server - The dedicated server refuses to start, with a clear reason, on Godot older than 4.7 or when the game's scripts failed to load, instead of claiming to listen - tests/run_all.sh imports a fresh copy first - Setup doc: 4.7+ (not 4.3+), importing a fresh copy, running a server
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@@ -4,6 +4,11 @@
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# Usage: tests/run_all.sh (from the repo root; needs `godot` on PATH)
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cd "$(dirname "$0")/.." || exit 1
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status=0
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# A fresh clone has no class cache yet (.godot/ isn't in git): import once.
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if [ ! -f .godot/global_script_class_cache.cfg ]; then
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echo "Importing the project first (fresh copy)..."
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godot --headless --path . --import >/dev/null 2>&1
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fi
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for t in test_survival_core test_survival_stats test_save_load test_weather_building test_creatures_combat test_wolves test_fishing_diet test_net_lobby test_net_world test_terrain_edges test_boundary; do
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extra=""
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[ "$t" = "test_boundary" ] && extra="--fixed-fps 30"
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