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-:article_outdated: True
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-
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.. _doc_exporting_for_dedicated_servers:
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Exporting for dedicated servers
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===============================
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If you want to run a dedicated server for your project on a machine that doesn't
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-have a GPU or display server available, you'll need to use a server build of Godot.
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-
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-Platform support
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-----------------
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-
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-- **Linux:** `Download an official Linux server binary <https://godotengine.org/download/server>`__.
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- To compile a server binary from source, follow instructions in
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- :ref:`doc_compiling_for_linuxbsd`.
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-- **macOS:** :ref:`Compile a server binary from source for macOS <doc_compiling_for_macos>`.
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-- **Windows:** There is no dedicated server build for Windows yet. As an alternative,
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- you can use the ``--no-window`` command-line argument to prevent Godot from
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- spawning a window. Note that even with the ``--no-window`` command-line argument,
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- you'll need to have OpenGL support available on the Windows machine.
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+have a GPU or display server available, you'll need run Godot with the ``headless``
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+display server and ``Dummy`` :ref:`audio driver <class_ProjectSettings_property_audio/driver/driver>`.
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-If your project uses C#, you'll have to use a Mono-enabled server binary.
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+Since Godot 4.0, this can be done by running a Godot binary on any platform with
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+the ``--headless`` command line argument, or running a project exported as
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+dedicated server. You do not need to use a specialized server binary anymore,
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+unlike Godot 3.x.
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-"Headless" versus "server" binaries
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------------------------------------
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+Editor versus export template
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+-----------------------------
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-The `server download page <https://godotengine.org/download/server>`__
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-offers two kinds of binaries with several differences.
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+It is possible to use either an editor or export template (debug or release)
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+binary in headless mode. Which one you should use depends on your use case:
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-- **Server:** Use this one for running dedicated servers. It does not contain
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- editor functionality, and is therefore smaller and more
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- optimized.
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-- **Headless:** This binary contains editor functionality and is intended to be
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+- **Export template:** Use this one for running dedicated servers. It does not
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+ contain editor functionality, and is therefore smaller and more optimized.
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+- **Editor:** This binary contains editor functionality and is intended to be
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used for exporting projects. This binary *can* be used to run dedicated
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servers, but it's not recommended as it's larger and less optimized.
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-Exporting a PCK file
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---------------------
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+Export approaches
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+-----------------
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There are two ways to export a project for a server:
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-- Create a Linux/X11 export preset, define a custom Release export template
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- that points to the server binary then export the project as usual.
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-- Export a PCK file only, preferably from a Linux/X11 export preset.
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-
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-Both methods should result in identical output. The text below describes the PCK
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-file approach.
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+- Create a separate export preset for the platform that will host the server, then
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+ export your project as usual.
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+- Export a PCK file only, preferably for the platform that matches the platform
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+ that will host the server. Place this PCK file in the same folder as an export
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+ template binary, rename the binary to have the same name as the PCK (minus the
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+ file extension), then run the binary.
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-Once you've downloaded a server binary, you should export a PCK file containing
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-your project data. After creating the export preset, click **Export PCK/ZIP** at
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-the bottom of the Export dialog then choose a destination path.
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-The **Export With Debug** checkbox in the file dialog has no bearing on the
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-final PCK file, so you can leave it as-is.
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+Both methods should result in identical output. The rest of the page will focus
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+on the first approach.
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See :ref:`doc_exporting_projects` for more information.
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-.. note::
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+.. _doc_exporting_for_dedicated_servers_exporting_project:
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+
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+Exporting a project for a dedicated server
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+------------------------------------------
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+
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+If you export a project as usual when targeting a server, you will notice that
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+the PCK file is just as large as for the client. This is because it includes all
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+resources, including those the server doesn't need (such as texture data).
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+Additionally, headless mode won't be automatically used; the user will have to
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+specify ``--headless`` to make sure no window spawns.
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+
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+Many resources such as textures can be stripped from the PCK file to greatly
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+reduce its size. Godot offers a way to do this for textures and materials in a way
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+that preserves references in scene or resource files (built-in or external).
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- If you're exporting the project from a headless editor, call the headless
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- editor with the ``--export-pack`` option while in the project folder to export
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- only a PCK file.
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+To begin doing so, make sure you have a dedicated export preset for your server,
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+then select it, go to its **Resources** tab and change its export mode:
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+
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+.. figure:: img/exporting_for_dedicated_servers_export_mode.webp
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+ :align: center
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+ :alt: Choosing the **Export as dedicated server** export mode in the export preset
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+
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+ Choosing the **Export as dedicated server** export mode in the export preset
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+
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+When this export mode is chosen, the ``dedicated_server`` feature tag is
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+automatically added to the exported project.
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.. note::
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- The PCK file will include resources not normally needed by the server, such
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- as textures and sounds. This means the PCK file will be larger than it could
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- possibly be. Support for stripping unneeded resources from a PCK for server
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- usage is planned in a future Godot release.
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+ If you do not wish to use this
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+ export mode but still want the feature tag, you can write the name
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+ ``dedicated_server`` in the **Features** tab of the export preset.
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+ This will also force ``--headless`` when running the exported project.
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+
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+After selecting this export mode, you will be presented with a list of resources
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+in the project:
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+
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+.. figure:: img/exporting_for_dedicated_servers_export_resources.webp
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+ :align: center
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+ :alt: Choosing resources to keep, keep with stripped visuals or remove
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- On the bright side, this allows the same PCK file to be used both by a
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- client and dedicated server build. This can be useful if you want to ship a
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- single archive that can be used both as a client and dedicated server.
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+ Choosing resources to keep, keep with stripped visuals or remove
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-Preparing the server distribution
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----------------------------------
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+Ticking a box allows you to override options for the specified file or folder.
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+Checking boxes does **not** affect which files are exported; this is done by the
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+options selected for each checkbox instead.
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-After downloading or compiling a server binary, you should now place it in the
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-same folder as the PCK file you've exported. The server binary should have the
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-same name as the PCK (excluding the extension). This lets Godot detect and use
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-the PCK file automatically. If you want to start a server with a PCK that has a
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-different name, you can specify the path to the PCK file using the
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-``--main-pack`` command-line argument::
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+Files within a checked folder will automatically use the parent's option by
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+default, which is indicated by the **(Inherited)** suffix for the option name
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+(and the option name being grayed out). To change the option for a file whose
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+option is currently inherited, you must tick the box next to it first.
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- ./godot-server --main-pack my_project.pck
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+- **Strip Visuals:** Export this resource, with visual files (textures and materials)
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+ replaced by placeholder classes. Placeholder classes store the image size
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+ (as it's sometimes used to position elements in a 2D scene), but nothing else.
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+- **Keep:** Export this resource as usual, with visual files interact.
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+- **Remove:** The file is not included in the PCK. This is useful to ignore
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+ scenes and resources that only the client needs. If you do so, make sure the
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+ server doesn't reference these client-only scenes and resources in any way.
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+
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+The general recommendation is to use **Strip Visuals** whenever possible, unless
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+the server needs to access image data such as pixels' colors. For example, if
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+your server generates collision data based on an image's contents, you need to
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+use **Keep** for that particular image.
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+
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+.. tip::
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+
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+ To check the file structure of your exported PCK, use the **Export
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+ PCK/ZIP...** button with a ``.zip`` file extension, then open the resulting
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+ ZIP file in a file manager.
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.. warning::
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- Make sure the aforementioned ``godot-server`` has the executable permission
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- defined by running ``chmod +x godot-server`` (if the binary is called
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- ``godot-server``). Otherwise, you may get a "command not found" or
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- "permission denied" error message when trying to run the Godot server
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- binary.
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+ Be careful when using the **Remove** mode, as scenes/resources that reference
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+ a removed file will no longer be able to load successfully.
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+
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+ If you wish to remove specific resources but make the scenes still be able
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+ to load without them, you'll have to remove the reference in the scene file
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+ and load the files to the nodes' properties using ``load()`` in a script.
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+ This approach can be used to strip resources that Godot doesn't support
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+ replacing with placeholders yet, such as audio.
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+
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+ Removing textures is often what makes the greatest impact on the PCK size,
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+ so it is recommended to stick with **Strip Visuals** at first.
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+
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+With the above options used, a PCK for the client (which exports all resources
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+normally) will look as follows:
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+
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+.. highlight:: none
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+
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+::
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+
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+ .
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+ ├── .godot
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+ │ ├── exported
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+ │ │ └── 133200997
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+ │ │ └── export-78c237d4bfdb4e1d02e0b5f38ddfd8bd-scene.scn
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+ │ ├── global_script_class_cache.cfg
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+ │ ├── imported
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+ │ │ ├── map_data.png-ce840618f399a990343bfc7298195a13.ctex
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+ │ │ ├── music.ogg-fa883da45ae49695a3d022f64e60aee2.oggvorbisstr
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+ │ │ └── sprite.png-7958af25f91bb9dbae43f35388f8e840.ctex
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+ │ └── uid_cache.bin
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+ ├── client
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+ │ ├── music.ogg.import
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+ │ └── sprite.png.import
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+ ├── server
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+ │ └── map_data.png.import
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+ ├── test
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+ │ └── scene.gd
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+ └── unused
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+ │ └── development_test.gd
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+ ├── project.binary
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+ ├── scene.gd
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+ ├── scene.tscn.remap
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+
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+The PCK's file structure for the server will look as follows:
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+
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+.. highlight:: none
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+
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+::
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+
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+ .
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+ ├── .godot
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+ │ ├── exported
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+ │ │ └── 3400186661
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+ │ │ ├── export-78c237d4bfdb4e1d02e0b5f38ddfd8bd-scene.scn
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+ │ │ ├── export-7958af25f91bb9dbae43f35388f8e840-sprite.res # Placeholder texture
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+ │ │ └── export-fa883da45ae49695a3d022f64e60aee2-music.res
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+ │ ├── global_script_class_cache.cfg
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+ │ ├── imported
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+ │ │ └── map_data.png-ce840618f399a990343bfc7298195a13.ctex
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+ │ └── uid_cache.bin
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+ ├── client
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+ │ ├── music.ogg.import
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+ │ └── sprite.png.import # Points to placeholder texture
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+ └── server
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+ │ └── map_data.png.import
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+ ├── project.binary
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+ ├── scene.gd
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+ ├── scene.tscn.remap
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Starting the dedicated server
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-----------------------------
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If both your client and server are part of the same Godot project, you will have
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-to add a way to start the server directly using a command-line argument. This
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-can be done by adding the following code snippet in your main scene (or a
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-singleton)'s ``_ready()`` method:
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+to add a way to start the server directly using a command-line argument.
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+
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+If you :ref:`exported the project <doc_exporting_for_dedicated_servers_exporting_project>`
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+using the **Export as dedicated server** export mode (or have added
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+``dedicated_server`` as a custom feature tag), you can use the ``dedicated_server``
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+feature tag to detect whether a dedicated server PCK is being used:
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.. tabs::
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.. code-tab:: gdscript
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- if "--server" in OS.get_cmdline_args():
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+ # Note: Feature tags are case-sensitive.
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+ if OS.has_feature("dedicated_server"):
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# Run your server startup code here...
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+ pass
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+
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+ .. code-tab:: csharp
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+
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+ // Note: Feature tags are case-sensitive.
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+ if (OS.HasFeature("dedicated_server"))
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+ {
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+ // Run your server startup code here...
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+ }
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+
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+If you also wish to host a server when using the built-in ``--headless`` command
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+line argument, this can be done by adding the following code snippet in your
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+main scene (or an autoload)'s ``_ready()`` method:
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+
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+.. tabs::
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+ .. code-tab:: gdscript
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+
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+ if "--headless" in OS.get_cmdline_args():
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+ # Run your server startup code here...
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+ #
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# Using this check, you can start a dedicated server by running
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- # a Godot binary (headless or not) with the `--server` command-line argument.
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+ # a Godot binary (editor or export template) with the `--headless`
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+ # command-line argument.
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pass
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.. code-tab:: csharp
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using System.Linq;
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- if (OS.GetCmdlineArgs().Contains("--server"))
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+ if (OS.GetCmdlineArgs().Contains("--headless"))
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{
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// Run your server startup code here...
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+ //
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// Using this check, you can start a dedicated server by running
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- // a Godot binary (headless or not) with the `--server` command-line argument.
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+ // a Godot binary (editor or export template) with the `--headless`
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+ // command-line argument.
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}
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-Alternatively, you can make the dedicated server always start up if a headless
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-or server binary is detected:
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+If you wish to use a custom command line argument, this can be done by adding
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+the following code snippet in your main scene (or an autoload)'s ``_ready()``
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+method:
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.. tabs::
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.. code-tab:: gdscript
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- # Note: Feature tags are case-sensitive! It's "server", not "Server".
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- if OS.has_feature("server"):
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+ if "--server" in OS.get_cmdline_user_args():
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# Run your server startup code here...
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- # Note that using this check may break unit testing scripts when
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- # running them with headless or server binaries.
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+ #
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+ # Using this check, you can start a dedicated server by running
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+ # a Godot binary (editor or export template) with the `--server`
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+ # command-line argument.
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pass
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.. code-tab:: csharp
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- // Note: Feature tags are case-sensitive! It's "server", not "Server".
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- if (OS.HasFeature("server"))
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+ using System.Linq;
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+
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+ if (OS.GetCmdlineUserArgs().Contains("--server"))
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{
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// Run your server startup code here...
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- // Note that using this check may break unit testing scripts when
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- // running them with headless or server binaries.
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+ //
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+ // Using this check, you can start a dedicated server by running
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+ // a Godot binary (editor or export template) with the `--server`
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+ // command-line argument.
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}
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+It's a good idea to add at least one of the above command-line arguments to
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+start a server, as it can be used to test server functionality from the command
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+line without having to export the project.
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+
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If your client and server are separate Godot projects, your server should most
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likely be configured in a way where running the main scene starts a server
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automatically.
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