Hello again.
I am trying to implement high level multiplayer stuff into my godot 4.0 project, though after some tinkering with the code from official bomberman demo and the tutorials from youtube, I found authority based mode doesn't work out with my game's logics, since the number of objects to sync per client is relatively high compare to bomberman or tank war, and debugging with 2 clients is rather painful.
So I wonder if it's feasible(reliability and performance wise) to write a dedicated gd script server based on enet and rpc high-level multiplayer stuff with godot gui to make debugging synchronization easier, though I haven't been able to find any info related to gd script server stuff, hence the question.

Thanks.

  • Servers are not supposed to have graphics or a window. That is the entire point. But I guess you could make a web dashboard, or a client admin program.

cybereality
Thanks I will take a look at it.
I think I will need to desktop server GUI, so I could moniter client/server objects and variables in real-time when client(s) are connected, so disabling binary GUI window and make it console-only is not mandatory for me, dunno if the binary size/performance boost is worth the GUI tradeoff.
I will post updates after doing some test code to see if high-level multiplayer is viable with gd-script dedicated server.
Thanks again.

Servers are not supposed to have graphics or a window. That is the entire point. But I guess you could make a web dashboard, or a client admin program.

    cybereality
    yeah, but I am a bit lazy to implement an external web interface to read data from server, hence the idea of using godot's 'native' GUI to serve as dashboard display/demostration.

    5 months later

    I stumbled upon your post, and while I don't have a specific solution for your issue, have you considered looking into Linux VPS Hosting? It might be worth exploring as it could provide the reliability and performance you need for your dedicated gd script server. I found some information about Linux VPS Hosting at https://ishosting.com/en/vps/linux that might be helpful. Feel free to check it out and see if it aligns with your requirements. Best of luck with your project, and don't hesitate to reach out if you need further assistance!

    a year later

    I totally get where you're coming from. Debugging multiplayer synchronization can be a real headache, especially when your game's logic gets complex. It sounds like you've put in some serious effort with the official demos and YouTube tutorials, but the authority-based model just isn't cutting it for your game.

    Creating a dedicated GDScript server sounds like a pretty innovative approach to tackle your syncing issues. While I haven't personally ventured into that territory myself, I admire your willingness to explore new solutions. It's all about finding what works best for your project, right? I'm also curious about the performance and reliability aspects of this approach. I mean, ENet and RPCs sound promising, but it's hard to say how they'll hold up under the hood without giving it a shot. Have you considered reaching out to the Godot community for insights or maybe even collaborating with other devs who've tackled similar challenges? Speaking of hosting solutions, have you looked into dedicated server hosting in India? I've heard some good things about it, especially for folks looking to optimize their multiplayer setups.