Browse Source

Update Exporting for dedicated servers for Godot 4

Hugo Locurcio 2 years ago
parent
commit
e10181ce50

+ 206 - 79
tutorials/export/exporting_for_dedicated_servers.rst

@@ -1,148 +1,275 @@
-:article_outdated: True
-
 .. _doc_exporting_for_dedicated_servers:
 .. _doc_exporting_for_dedicated_servers:
 
 
 Exporting for dedicated servers
 Exporting for dedicated servers
 ===============================
 ===============================
 
 
 If you want to run a dedicated server for your project on a machine that doesn't
 If you want to run a dedicated server for your project on a machine that doesn't
-have a GPU or display server available, you'll need to use a server build of Godot.
-
-Platform support
-----------------
-
-- **Linux:** `Download an official Linux server binary <https://godotengine.org/download/server>`__.
-  To compile a server binary from source, follow instructions in
-  :ref:`doc_compiling_for_linuxbsd`.
-- **macOS:** :ref:`Compile a server binary from source for macOS <doc_compiling_for_macos>`.
-- **Windows:** There is no dedicated server build for Windows yet. As an alternative,
-  you can use the ``--no-window`` command-line argument to prevent Godot from
-  spawning a window. Note that even with the ``--no-window`` command-line argument,
-  you'll need to have OpenGL support available on the Windows machine.
+have a GPU or display server available, you'll need run Godot with the ``headless``
+display server and ``Dummy`` :ref:`audio driver <class_ProjectSettings_property_audio/driver/driver>`.
 
 
-If your project uses C#, you'll have to use a Mono-enabled server binary.
+Since Godot 4.0, this can be done by running a Godot binary on any platform with
+the ``--headless`` command line argument, or running a project exported as
+dedicated server. You do not need to use a specialized server binary anymore,
+unlike Godot 3.x.
 
 
-"Headless" versus "server" binaries
------------------------------------
+Editor versus export template
+-----------------------------
 
 
-The `server download page <https://godotengine.org/download/server>`__
-offers two kinds of binaries with several differences.
+It is possible to use either an editor or export template (debug or release)
+binary in headless mode. Which one you should use depends on your use case:
 
 
-- **Server:** Use this one for running dedicated servers. It does not contain
-  editor functionality, and is therefore smaller and more
-  optimized.
-- **Headless:** This binary contains editor functionality and is intended to be
+- **Export template:** Use this one for running dedicated servers. It does not
+  contain editor functionality, and is therefore smaller and more optimized.
+- **Editor:** This binary contains editor functionality and is intended to be
   used for exporting projects. This binary *can* be used to run dedicated
   used for exporting projects. This binary *can* be used to run dedicated
   servers, but it's not recommended as it's larger and less optimized.
   servers, but it's not recommended as it's larger and less optimized.
 
 
-Exporting a PCK file
---------------------
+Export approaches
+-----------------
 
 
 There are two ways to export a project for a server:
 There are two ways to export a project for a server:
 
 
-- Create a Linux/X11 export preset, define a custom Release export template
-  that points to the server binary then export the project as usual.
-- Export a PCK file only, preferably from a Linux/X11 export preset.
-
-Both methods should result in identical output. The text below describes the PCK
-file approach.
+- Create a separate export preset for the platform that will host the server, then
+  export your project as usual.
+- Export a PCK file only, preferably for the platform that matches the platform
+  that will host the server. Place this PCK file in the same folder as an export
+  template binary, rename the binary to have the same name as the PCK (minus the
+  file extension), then run the binary.
 
 
-Once you've downloaded a server binary, you should export a PCK file containing
-your project data. After creating the export preset, click **Export PCK/ZIP** at
-the bottom of the Export dialog then choose a destination path.
-The **Export With Debug** checkbox in the file dialog has no bearing on the
-final PCK file, so you can leave it as-is.
+Both methods should result in identical output. The rest of the page will focus
+on the first approach.
 
 
 See :ref:`doc_exporting_projects` for more information.
 See :ref:`doc_exporting_projects` for more information.
 
 
-.. note::
+.. _doc_exporting_for_dedicated_servers_exporting_project:
+
+Exporting a project for a dedicated server
+------------------------------------------
+
+If you export a project as usual when targeting a server, you will notice that
+the PCK file is just as large as for the client. This is because it includes all
+resources, including those the server doesn't need (such as texture data).
+Additionally, headless mode won't be automatically used; the user will have to
+specify ``--headless`` to make sure no window spawns.
+
+Many resources such as textures can be stripped from the PCK file to greatly
+reduce its size. Godot offers a way to do this for textures and materials in a way
+that preserves references in scene or resource files (built-in or external).
 
 
-    If you're exporting the project from a headless editor, call the headless
-    editor with the ``--export-pack`` option while in the project folder to export
-    only a PCK file.
+To begin doing so, make sure you have a dedicated export preset for your server,
+then select it, go to its **Resources** tab and change its export mode:
+
+.. figure:: img/exporting_for_dedicated_servers_export_mode.webp
+   :align: center
+   :alt: Choosing the **Export as dedicated server** export mode in the export preset
+
+   Choosing the **Export as dedicated server** export mode in the export preset
+
+When this export mode is chosen, the ``dedicated_server`` feature tag is
+automatically added to the exported project.
 
 
 .. note::
 .. note::
 
 
-    The PCK file will include resources not normally needed by the server, such
-    as textures and sounds. This means the PCK file will be larger than it could
-    possibly be. Support for stripping unneeded resources from a PCK for server
-    usage is planned in a future Godot release.
+    If you do not wish to use this
+    export mode but still want the feature tag, you can write the name
+    ``dedicated_server`` in the **Features** tab of the export preset.
+    This will also force ``--headless`` when running the exported project.
+
+After selecting this export mode, you will be presented with a list of resources
+in the project:
+
+.. figure:: img/exporting_for_dedicated_servers_export_resources.webp
+   :align: center
+   :alt: Choosing resources to keep, keep with stripped visuals or remove
 
 
-    On the bright side, this allows the same PCK file to be used both by a
-    client and dedicated server build. This can be useful if you want to ship a
-    single archive that can be used both as a client and dedicated server.
+   Choosing resources to keep, keep with stripped visuals or remove
 
 
-Preparing the server distribution
----------------------------------
+Ticking a box allows you to override options for the specified file or folder.
+Checking boxes does **not** affect which files are exported; this is done by the
+options selected for each checkbox instead.
 
 
-After downloading or compiling a server binary, you should now place it in the
-same folder as the PCK file you've exported. The server binary should have the
-same name as the PCK (excluding the extension). This lets Godot detect and use
-the PCK file automatically. If you want to start a server with a PCK that has a
-different name, you can specify the path to the PCK file using the
-``--main-pack`` command-line argument::
+Files within a checked folder will automatically use the parent's option by
+default, which is indicated by the **(Inherited)** suffix for the option name
+(and the option name being grayed out). To change the option for a file whose
+option is currently inherited, you must tick the box next to it first.
 
 
-    ./godot-server --main-pack my_project.pck
+- **Strip Visuals:** Export this resource, with visual files (textures and materials)
+  replaced by placeholder classes. Placeholder classes store the image size
+  (as it's sometimes used to position elements in a 2D scene), but nothing else.
+- **Keep:** Export this resource as usual, with visual files interact.
+- **Remove:** The file is not included in the PCK. This is useful to ignore
+  scenes and resources that only the client needs. If you do so, make sure the
+  server doesn't reference these client-only scenes and resources in any way.
+
+The general recommendation is to use **Strip Visuals** whenever possible, unless
+the server needs to access image data such as pixels' colors. For example, if
+your server generates collision data based on an image's contents, you need to
+use **Keep** for that particular image.
+
+.. tip::
+
+    To check the file structure of your exported PCK, use the **Export
+    PCK/ZIP...** button with a ``.zip`` file extension, then open the resulting
+    ZIP file in a file manager.
 
 
 .. warning::
 .. warning::
 
 
-    Make sure the aforementioned ``godot-server`` has the executable permission
-    defined by running ``chmod +x godot-server`` (if the binary is called
-    ``godot-server``). Otherwise, you may get a "command not found" or
-    "permission denied" error message when trying to run the Godot server
-    binary.
+    Be careful when using the **Remove** mode, as scenes/resources that reference
+    a removed file will no longer be able to load successfully.
+
+    If you wish to remove specific resources but make the scenes still be able
+    to load without them, you'll have to remove the reference in the scene file
+    and load the files to the nodes' properties using ``load()`` in a script.
+    This approach can be used to strip resources that Godot doesn't support
+    replacing with placeholders yet, such as audio.
+
+    Removing textures is often what makes the greatest impact on the PCK size,
+    so it is recommended to stick with **Strip Visuals** at first.
+
+With the above options used, a PCK for the client (which exports all resources
+normally) will look as follows:
+
+.. highlight:: none
+
+::
+
+    .
+    ├── .godot
+    │   ├── exported
+    │   │   └── 133200997
+    │   │       └── export-78c237d4bfdb4e1d02e0b5f38ddfd8bd-scene.scn
+    │   ├── global_script_class_cache.cfg
+    │   ├── imported
+    │   │   ├── map_data.png-ce840618f399a990343bfc7298195a13.ctex
+    │   │   ├── music.ogg-fa883da45ae49695a3d022f64e60aee2.oggvorbisstr
+    │   │   └── sprite.png-7958af25f91bb9dbae43f35388f8e840.ctex
+    │   └── uid_cache.bin
+    ├── client
+    │   ├── music.ogg.import
+    │   └── sprite.png.import
+    ├── server
+    │   └── map_data.png.import
+    ├── test
+    │   └── scene.gd
+    └── unused
+    │   └── development_test.gd
+    ├── project.binary
+    ├── scene.gd
+    ├── scene.tscn.remap
+
+The PCK's file structure for the server will look as follows:
+
+.. highlight:: none
+
+::
+
+    .
+    ├── .godot
+    │   ├── exported
+    │   │   └── 3400186661
+    │   │       ├── export-78c237d4bfdb4e1d02e0b5f38ddfd8bd-scene.scn
+    │   │       ├── export-7958af25f91bb9dbae43f35388f8e840-sprite.res  # Placeholder texture
+    │   │       └── export-fa883da45ae49695a3d022f64e60aee2-music.res
+    │   ├── global_script_class_cache.cfg
+    │   ├── imported
+    │   │   └── map_data.png-ce840618f399a990343bfc7298195a13.ctex
+    │   └── uid_cache.bin
+    ├── client
+    │   ├── music.ogg.import
+    │   └── sprite.png.import  # Points to placeholder texture
+    └── server
+    │   └── map_data.png.import
+    ├── project.binary
+    ├── scene.gd
+    ├── scene.tscn.remap
 
 
 Starting the dedicated server
 Starting the dedicated server
 -----------------------------
 -----------------------------
 
 
 If both your client and server are part of the same Godot project, you will have
 If both your client and server are part of the same Godot project, you will have
-to add a way to start the server directly using a command-line argument. This
-can be done by adding the following code snippet in your main scene (or a
-singleton)'s ``_ready()`` method:
+to add a way to start the server directly using a command-line argument.
+
+If you :ref:`exported the project <doc_exporting_for_dedicated_servers_exporting_project>`
+using the **Export as dedicated server** export mode (or have added
+``dedicated_server`` as a custom feature tag), you can use the ``dedicated_server``
+feature tag to detect whether a dedicated server PCK is being used:
 
 
 .. tabs::
 .. tabs::
  .. code-tab:: gdscript
  .. code-tab:: gdscript
 
 
-    if "--server" in OS.get_cmdline_args():
+    # Note: Feature tags are case-sensitive.
+    if OS.has_feature("dedicated_server"):
         # Run your server startup code here...
         # Run your server startup code here...
+        pass
+
+ .. code-tab:: csharp
+
+    // Note: Feature tags are case-sensitive.
+    if (OS.HasFeature("dedicated_server"))
+    {
+        // Run your server startup code here...
+    }
+
+If you also wish to host a server when using the built-in ``--headless`` command
+line argument, this can be done by adding the following code snippet in your
+main scene (or an autoload)'s ``_ready()`` method:
+
+.. tabs::
+ .. code-tab:: gdscript
+
+    if "--headless" in OS.get_cmdline_args():
+        # Run your server startup code here...
+        #
         # Using this check, you can start a dedicated server by running
         # Using this check, you can start a dedicated server by running
-        # a Godot binary (headless or not) with the `--server` command-line argument.
+        # a Godot binary (editor or export template) with the `--headless`
+        # command-line argument.
         pass
         pass
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
     using System.Linq;
     using System.Linq;
 
 
-    if (OS.GetCmdlineArgs().Contains("--server"))
+    if (OS.GetCmdlineArgs().Contains("--headless"))
     {
     {
         // Run your server startup code here...
         // Run your server startup code here...
+        //
         // Using this check, you can start a dedicated server by running
         // Using this check, you can start a dedicated server by running
-        // a Godot binary (headless or not) with the `--server` command-line argument.
+        // a Godot binary (editor or export template) with the `--headless`
+        // command-line argument.
     }
     }
 
 
-Alternatively, you can make the dedicated server always start up if a headless
-or server binary is detected:
+If you wish to use a custom command line argument, this can be done by adding
+the following code snippet in your main scene (or an autoload)'s ``_ready()``
+method:
 
 
 .. tabs::
 .. tabs::
  .. code-tab:: gdscript
  .. code-tab:: gdscript
 
 
-    # Note: Feature tags are case-sensitive! It's "server", not "Server".
-    if OS.has_feature("server"):
+    if "--server" in OS.get_cmdline_user_args():
         # Run your server startup code here...
         # Run your server startup code here...
-        # Note that using this check may break unit testing scripts when
-        # running them with headless or server binaries.
+        #
+        # Using this check, you can start a dedicated server by running
+        # a Godot binary (editor or export template) with the `--server`
+        # command-line argument.
         pass
         pass
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
-    // Note: Feature tags are case-sensitive! It's "server", not "Server".
-    if (OS.HasFeature("server"))
+    using System.Linq;
+
+    if (OS.GetCmdlineUserArgs().Contains("--server"))
     {
     {
         // Run your server startup code here...
         // Run your server startup code here...
-        // Note that using this check may break unit testing scripts when
-        // running them with headless or server binaries.
+        //
+        // Using this check, you can start a dedicated server by running
+        // a Godot binary (editor or export template) with the `--server`
+        // command-line argument.
     }
     }
 
 
+It's a good idea to add at least one of the above command-line arguments to
+start a server, as it can be used to test server functionality from the command
+line without having to export the project.
+
 If your client and server are separate Godot projects, your server should most
 If your client and server are separate Godot projects, your server should most
 likely be configured in a way where running the main scene starts a server
 likely be configured in a way where running the main scene starts a server
 automatically.
 automatically.

BIN
tutorials/export/img/exporting_for_dedicated_servers_export_mode.webp


BIN
tutorials/export/img/exporting_for_dedicated_servers_export_resources.webp