- 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
- 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)
- Net autoload: headless dedicated server (--server) on UDP 24242 via ENet,
server.json preferences (flags override per run, never saved), reserved
names in names.json
- Identity: RSA-2048 key per install (Godot has no Ed25519), player id =
key hash, challenge/response so ids can't be faked; profile with name
and limited appearance (tunic, hair, beard)
- Server refuses bans, allowlist misses, duplicate logins, bad or taken
names, wrong passwords, old protocol versions and a full server, each
with a clear reason; first player on a new server becomes admin
- Title screen: Profile, Join Game, and a lobby with server info, rules
and who's online
- test_net_lobby: real headless server + bot processes over UDP (38
checks); --exit-with so test servers never outlive the test
- data/fish.json: fish, weights, dawn/dusk odds, bite timing and minimum
depth per water type; ItemDB.define_water() registers them
- world.water_at(x, z) answers lake / sea / dry land; the float uses it,
so a worldlet with a sea only needs a "sea" entry
- Clear messages for shallow water and water with nothing to catch
- Lake fish: more of them, bigger, nearer the shore, jumping with splash rings
- docs/WORLDLETS_DESIGN.md: proposal for data-defined world types