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dedicated-server

dedicated-server

github.com/jame581Development889163 installsUpdated 5d ago
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About dedicated-server

A Godot 4.3+ skill for designing and deploying dedicated multiplayer game servers. It covers headless exports, server-side game flow, configuration, and Linux deployment with Docker and systemd.

Key features

  1. 01Headless server exports
  2. 02Server and client logic separation
  3. 03Lobby and match state patterns
  4. 04CLI-based server configuration
  5. 05Docker and systemd deployment

Use cases

  1. 01Prepare a headless multiplayer server build
  2. 02Separate server systems from client-only scenes
  3. 03Implement authoritative lobby and match flow
  4. 04Deploy a game server on a Linux VPS

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/jame581/godotprompter --skill dedicated-server

After installing, type/dedicated-serverin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
deployment.md
lobby-management.md
match-flow.md
server-config.md

Details

From the project README

Dedicated Server in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, C# follows.

Related skills: See multiplayer-basics for ENet setup, RPCs, and authority model. See multiplayer-sync for state synchronization and interpolation.


1. Headless Export

A dedicated server runs without a display, GPU, or audio device. Godot supports this through the --headless flag and a dedicated export preset.

--headless Flag

Pass --headless on the command line to suppress the display and audio drivers at runtime:

./my_game.x86_64 --headless

--headless is a runtime flag that works on any exported binary. Godot 4 has no separate server platform or server export template: a dedicated-server export uses the regular template, so the binary keeps its rendering code (a smaller binary needs a custom-compiled template). What the export changes is the PCK and a feature tag — see below.

Server Export Preset

In the Godot editor, create a dedicated Linux export preset:

  1. Open Project → Export.
  2. Add a Linux preset and name it Linux Server.
  3. On the Resources tab, set Export Mode to Export as dedicated server. This adds the dedicated_server feature tag — which makes the binary start with the headless display and dummy audio drivers even without --headless — and marks res:// as Strip Visuals: visual resources are exported as placeholders (e.g. a texture keeps only its size). Set folders the server needs intact to Keep.
  4. Use the Exclude filter on the same tab to drop client-only files (audio, client-only scenes) from the server PCK entirely.
Feature Tags

Use OS.has_feature() to branch between server and client code at runtime. Define a custom server feature on the export preset's Features tab (Custom (comma-separated) field) or rely on the built-in dedicated_server feature that a dedicated-server export sets automatically:

# boot.gd — autoload, runs before any scene loads
extends Node

func _ready() -> void:
    if OS.has_feature("dedicated_server") or DisplayServer.get_name() == "headless":
        # Disable rendering-dependent systems
        RenderingServer.set_render_loop_enabled(false)
        # Start server logic
        ServerBootstrap.start()
    else:
        # Start client logic
        ClientBootstrap.start()
// Boot.cs — autoload, runs before any scene loads.
using Godot;

public partial class Boot : Node
{
    public override void _Ready()
    {
        if (OS.HasFeature("dedicated_server") || DisplayServer.GetName() == "headless")
        {
            // Disable the render loop. The window is invisible but the engine still ticks.
            RenderingServer.SetRenderLoopEnabled(false);
            ServerBootstrap.Start();
        }
        else
        {
            ClientBootstrap.Start();
        }
    }
}

Note: the export preset configuration (custom features, exclude filter, "Export as dedicated server" mode) is identical regardless of language — see the GDScript section above for preset settings.

Feature tag summary:

TagSet byNotes
dedicated_serverDedicated-server exportMost reliable way to detect a server binary
(no tag) --headlessCLI flagNot a feature tag — OS.has_feature("headless") is false; check DisplayServer.get_name() == "headless"
Custom serverYour export preset's Custom FeaturesUseful when sharing a binary between roles

2. Server Architecture

Game Loop Without Rendering

On a headless server, _process and _physics_process still run normally — but nothing is rendered. Keep all server logic in _physics_process for deterministic, fixed-rate updates.

GDScript
# server_main.gd — add as autoload named ServerMain
extends Node

## Physics frames per second — matches Project Settings → Physics → Common → Physics Ticks Per Second.
## Override via --tick-rate CLI argument (see Section 5).
var tick_rate: int = 60

## Current server tick counter.
var server_tick: int = 0


func _ready() -> void:
    # Guard: this node does nothing on the client.
    if not _is_server():
        set_process(false)
        set_physics_process(false)
        return

    Engine.physics_ticks_per_second = tick_rate
    print("[Server] Started — tick rate: %d Hz" % tick_rate)


func _physics_process(_delta: float) -> void:
    server_tick += 1
    _tick_game_logic()


func _tick_game_logic() -> void:
    # All authoritative game simulation goes here.
    # Never reference Camera, CanvasLayer, or any rendering node from this path.
    pass


## Returns true when this process is acting as the authoritative server.
func _is_server() -> bool:
    # Covers both: dedicated binary and hosted listen-server.
    return multiplayer.is_server()
Server-Only Logic Separated from Client

Structure your scenes so server-only nodes are in a dedicated branch and skipped on clients:

# world.gd
extends Node

@onready var server_systems: Node = $ServerSystems   # physics, AI, scoring
@onready var client_systems: Node = $ClientSystems   # camera, HUD, audio


func _ready() -> void:
    # Disable server systems on clients and vice versa.
    server_systems.set_process_mode(
        PROCESS_MODE_ALWAYS if multiplayer.is_server() else PROCESS_MODE_DISABLED
    )
    client_systems.set_process_mode(
        PROCESS_MODE_DISABLED if multiplayer.is_server() else PROCESS_MODE_ALWAYS
    )
Engine.is_editor_hint() + is_server Checks

Use these guards at the top of scripts that must behave differently in the editor, on the server, and on clients:

func _ready() -> void:
    if Engine.is_editor_hint():
        return  # Skip all runtime setup in editor preview

    if multiplayer.is_server():
        _server_init()
    else:
        _client_init()


func _server_init() -> void:
    print("[Server] Initializing authoritative state")


func _client_init() -> void:
    print("[Client] Initializing local presentation layer")
C#
// ServerMain.cs — add as autoload named ServerMain
using Godot;

public partial class ServerMain : Node
{
    /// <summary>Physics ticks per second. Override via --tick-rate CLI argument.</summary>
    public int TickRate { get; set; } = 60;

    /// <summary>Current server tick counter.</summary>
    public int ServerTick { get; private set; }

    public override void _Ready()
    {
        if (!IsServer())
        {
            SetProcess(false);
            SetPhysicsProcess(false);
            return;
        }

        Engine.PhysicsTicksPerSecond = TickRate;
        GD.Print($"[Server] Started — tick rate: {TickRate} Hz");
    }

    public override void _PhysicsProcess(double delta)
    {
        ServerTick++;
        TickGameLogic();
    }

    private void TickGameLogic()
    {
        // All authoritative game simulation goes here.
    }

    private bool IsServer() => Multiplayer.IsServer();
}
// World.cs
using Godot;

public partial class World : Node
{
    [Export] private Node _serverSystems = null!;
    [Export] private Node _clientSystems = null!;

    public override void _Ready()
    {
        if (Engine.IsEditorHint()) return;

        _serverSystems.ProcessMode = Multiplayer.IsServer()
            ? ProcessModeEnum.Always
            : ProcessModeEnum.Disabled;

        _clientSystems.ProcessMode = Multiplayer.IsServer()
            ? ProcessModeEnum.Disabled
            : ProcessModeEnum.Always;
    }
}

7. Checklist

  • Export preset is exported as a dedicated server (dedicated_server feature is set automatically)
  • Client-only assets (shaders, audio, high-res textures) are excluded from the server PCK
  • Boot script checks OS.has_feature("dedicated_server") or DisplayServer.get_name() == "headless" to branch server vs client startup
  • RenderingServer.set_render_loop_enabled(false) called on the server to prevent any render work
  • Server-only nodes use PROCESS_MODE_DISABLED on clients; client-only nodes use PROCESS_MODE_DISABLED on the server
  • Engine.is_editor_hint() guard at the top of _ready() in every script that has side effects
  • ServerConfig parses --port, --max-players, --tick-rate from CLI args before _ready() of other autoloads
  • Config file loading falls back gracefully when server.cfg does not exist
  • Environment variables (SERVER_PORT, SERVER_MAX_PLAYERS, SERVER_TICK_RATE) are applied after config file, before CLI args
  • LobbyManager.player_list size is checked against max_players before accepting a new peer
  • Peer is kicked via RPC before closing if the lobby is full
  • Ready states are reset when MatchState returns to LOBBY so players must re-confirm each round
  • MatchManager only runs _physics_process on the server (SetPhysicsProcess(false) on clients)
  • Countdown and results timers are driven by _physics_process delta, not Timer nodes (avoids scene dependency)
  • Dockerfile copies the binary and the .pck file (plus the data_<project>_<platform>_<arch> folder for C#) to the image
  • UDP port is opened in the VPS firewall before the first test run
  • systemd service has Restart=on-failure so the server recovers from crashes automatically
  • Logs are routed to the systemd journal and inspectable with journalctl -u <service> -f

3. Lobby System

A per-player state dictionary keyed by peer_id is the canonical pattern. Server holds the authoritative dict; clients receive updates via RPC. Implement a --max-players CLI cap and a ready-toggle RPC so all peers can confirm before starting.

See references/lobby-management.md for the full GDScript and C# lobby implementation (player_list dict, max-players cap, ready toggle RPC, broadcast pattern).


4. Match Flow

Drive lobby → countdown → in-game → results with a state machine. Server is authoritative — clients only receive state-change RPCs. Common states: LOBBY, COUNTDOWN, IN_GAME, RESULTS.

See references/match-flow.md for the full state machine with countdown/results timers and GDScript + C# implementations.


5. Server Configuration

Parse CLI flags from OS.get_cmdline_args() for --port, --max-players, --tick-rate, --log-level. Pre-set Engine.physics_ticks_per_second before the first physics frame; reading and writing the others is straightforward match / switch work.

See references/server-config.md for the GDScript and C# argument-parsing helper that reads all four flags safely at startup.


6. Deployment

A Linux VPS with a Dockerfile and systemd service file is the standard production layout. The Dockerfile bundles the exported binary, its PCK, and for C# projects the data_* folder that holds the assemblies and the bundled .NET runtime. systemd handles auto-restart, log rotation via journald, and resource limits.

See references/deployment.md for the Dockerfile, the Linux VPS setup steps, the systemd unit file, and log-rotation configuration.


7. Checklist

  • Headless export preset created and dedicated_server feature tag added
  • RenderingServer.set_render_loop_enabled(false) (and audio bus muted) when OS.has_feature("dedicated_server") is true
  • Server-side autoloads check multiplayer.is_server() before initializing systems
  • CLI args parsed at startup for port, max-players, tick-rate, log-level
  • Lobby state lives only on the server; clients receive updates via RPC
  • Match-flow state machine has explicit transitions and a single source of truth (server)
  • Production deployment uses systemd or Docker for auto-restart and log rotation
  • Headless build is exported with Export with Debug off in production presets

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