M2.2: player bodies, name tags, shared island and checked movement
- Joining loads the server's island (seed, spawn, clock); the server generates the same terrain from its seed and keeps a world clock that pauses when empty - Other players are procedural low-poly characters in their chosen colours with name tags (hidden by walls, fading with distance), walk/run/swim animation and held items - Movement: local and instant, sent at 20 Hz stamped with the sender's clock; the server refuses impossible moves (speed, rising, leaving the island, underground) and sends the player back; flagged respawns allowed - Avatars drawn 100 ms behind and interpolated, with brief extrapolation - Online: no pausing, player list in the Esc menu, Disconnect back to the title (with the reason); animals off and world changes local-only until M2.3-M2.5, shown on the HUD - test_net_world: real server + walking and cheating bots at 100 ms +/- 30 ms simulated latency (27 checks)
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@@ -45,7 +45,7 @@ or port forwarding, player identity and names, server rules for co-op/PvP, and
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phases M2.0-M2.7).
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- [ ] Refactor state to server-authoritative (single-player becomes loopback server)
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- [x] Headless dedicated server, joining, identity handshake, names, player list *(M2.1)*
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- [ ] ENet transport, client prediction for local movement, interpolation for others
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- [x] ENet transport, player bodies and name tags, local movement checked by the server, interpolation for others *(M2.2)*
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- [ ] Replicate resource nodes, inventory, building, health
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- [ ] Persistence: world save/load on the server
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- **Done when:** a friend joins your self-hosted server and you build together.
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