Rename the game to Emberwild (data copied from the old folder)
This commit is contained in:
@@ -33,7 +33,7 @@ server/run_server.sh --server-name "Paul's island" --password secret --port 2424
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It checks the Godot version, imports a fresh copy, then starts the server on
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UDP 24242 with no window. Settings live in `server.json` (its path is printed
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at start-up; on macOS it's under
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`~/Library/Application Support/Godot/app_userdata/Valheimlike/server/`).
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`~/Library/Application Support/Godot/app_userdata/Emberwild/server/`).
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Stop it with Ctrl+C. Players join with **Join Game** on the title screen. Over
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Tailscale, use the server machine's 100.x address or its machine name. See
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`docs/MULTIPLAYER_PLAN.md` for all the options.
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@@ -71,10 +71,16 @@ godot --headless --path . --script res://tests/test_survival_stats.gd
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## Save files
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Worlds are per machine, under
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`~/Library/Application Support/Godot/app_userdata/Valheimlike/worlds/` on
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macOS (`%APPDATA%\Godot\app_userdata\Valheimlike\worlds\` on Windows). Copy a
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`~/Library/Application Support/Godot/app_userdata/Emberwild/worlds/` on
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macOS (`%APPDATA%\Godot\app_userdata\Emberwild\worlds\` on Windows). Copy a
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world's folder across to move it to another machine.
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The game used to be called Valheimlike, and its data lived in
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`app_userdata/Valheimlike/`. The first time Emberwild starts it copies worlds,
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your identity and server settings across to `app_userdata/Emberwild/`
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(`scripts/core/boot.gd`). The old folder is left alone as a backup, and you
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can delete it once you're happy.
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## 2. Get the project onto the machine
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You have the folder (from the zip, or a git remote). Then:
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@@ -275,7 +275,7 @@ small Diet bars, and a low group blinks.
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- **Autosave** every 2 minutes, on Save & Quit (to the title or desktop) and
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when the window is closed.
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- Saves live in `user://worlds/<id>/` (on macOS:
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`~/Library/Application Support/Godot/app_userdata/Valheimlike/worlds/`) as
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`~/Library/Application Support/Godot/app_userdata/Emberwild/worlds/`) as
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`meta.json` + `world.json`. Writes are atomic, and the previous save is
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kept as `world.json.bak`.
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- A save stores only what the player changed: player position and look,
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@@ -14,7 +14,7 @@ compatibility/default_parent_skeleton_in_mesh_instance_3d=true
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[application]
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config/name="Valheimlike"
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config/name="Emberwild"
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config/description="Low-poly survival game — Valheim look, Rust depth, self-hosted, moddable."
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run/main_scene="res://scenes/title.tscn"
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config/features=PackedStringArray("4.7", "Forward Plus")
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@@ -22,6 +22,7 @@ config/icon="res://icon.svg"
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[autoload]
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Boot="*res://scripts/core/boot.gd"
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ItemDB="*res://scripts/core/item_db.gd"
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Actions="*res://scripts/core/actions.gd"
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Saves="*res://scripts/core/saves.gd"
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52
scripts/core/boot.gd
Normal file
52
scripts/core/boot.gd
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@@ -0,0 +1,52 @@
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extends Node
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## Autoload "Boot", first in the list: one-off start-up housekeeping that has
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## to happen before anything reads user://.
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##
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## The game was called "Valheimlike" until it became "Emberwild". Godot names
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## the user-data folder after the project, so the rename moved it from
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## .../app_userdata/Valheimlike to .../app_userdata/Emberwild. The first time
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## Emberwild starts, this copies saved worlds, your identity (key, name, look)
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## and server settings across. It copies rather than moves, so the old folder
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## stays as a backup, and it never overwrites anything already in the new
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## folder. Test folders (test_*) and logs are skipped.
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const OLD_NAME := "Valheimlike"
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const MARKER := "migrated_from_valheimlike.txt"
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const SKIP := ["logs", "shader_cache", "vulkan", "test_worlds", "test_net"]
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var copied := 0
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func _enter_tree() -> void:
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migrate_user_data()
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## Returns the number of files copied (0 if there was nothing to do).
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func migrate_user_data() -> int:
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var new_dir := OS.get_user_data_dir()
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var old_dir := new_dir.get_base_dir().path_join(OLD_NAME)
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if new_dir == old_dir or not DirAccess.dir_exists_absolute(old_dir):
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return 0
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if FileAccess.file_exists(new_dir.path_join(MARKER)):
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return 0
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copied = 0
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_copy_tree(old_dir, new_dir)
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var f := FileAccess.open(new_dir.path_join(MARKER), FileAccess.WRITE)
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if f != null:
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f.store_string("Copied %d files from %s on %s. The old folder was left as it was.\n" % [
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copied, old_dir, Time.get_datetime_string_from_system()])
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if copied > 0:
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print("[boot] moved to the new name: copied %d files from %s" % [copied, old_dir])
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return copied
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func _copy_tree(from: String, to: String) -> void:
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DirAccess.make_dir_recursive_absolute(to)
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var da := DirAccess.open(from)
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if da == null:
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return
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for f in da.get_files():
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var dst := to.path_join(f)
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if not FileAccess.file_exists(dst) and DirAccess.copy_absolute(from.path_join(f), dst) == OK:
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copied += 1
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for d in da.get_directories():
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if d in SKIP or d.begins_with("test_"):
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continue
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_copy_tree(from.path_join(d), to.path_join(d))
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@@ -6,7 +6,7 @@ extends RefCounted
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const DEFAULT_PATH := "user://server/server.json"
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const DEFAULTS := {
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"server_name": "Valheimlike server",
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"server_name": "Emberwild server",
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"motd": "Welcome!",
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"port": 24242,
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"max_players": 8,
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@@ -75,7 +75,7 @@ func _ready() -> void:
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col.offset_right = 520
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col.add_theme_constant_override("separation", 14)
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root.add_child(col)
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col.add_child(UITheme.label("VALHEIMLIKE", 54))
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col.add_child(UITheme.label("EMBERWILD", 54))
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col.add_child(UITheme.label("Survive the island. Build a home.", 18, UITheme.TEXT_DIM))
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var spacer := Control.new()
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spacer.custom_minimum_size = Vector2(0, 24)
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@@ -1,5 +1,5 @@
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#!/bin/sh
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# Starts a dedicated Valheimlike server (no window, no local player).
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# Starts a dedicated Emberwild server (no window, no local player).
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#
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# server/run_server.sh defaults from server.json
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# server/run_server.sh --port 24242 --server-name "Paul's island" --password secret
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