Proposed multiplayer architecture: is it sane?

Hi Andreas!

It’s looks like you be able create and run defold game as authoritative server.

Can you describe how you build and run it? Can you provide headless.settings file? Thank you in advance!

Below is my headless.settings file content and build with run commands but I’ve got my CPU use on 100%(

Now I’am doing like that:

-- build headless game
java -jar bob.jar --variant=headless clean build --variant headless --settings game_server.settings

-- run it like
./dmengine_headless

headless.settings file content below:

[project]
title = Escape from here
custom_resources = 
dependencies#0 = https://github.com/defold/extension-websocket/archive/refs/tags/3.1.0.zip
dependencies#1 = https://github.com/heroiclabs/nakama-defold/archive/refs/tags/3.1.0.zip
dependencies#2 = https://github.com/britzl/defold-input/archive/master.zip
dependencies#3 = https://github.com/britzl/broadsock/archive/1.1.1.zip
dependencies#4 = https://github.com/AGulev/jstodef/archive/refs/tags/2.0.0.zip

[bootstrap]
main_collection = /server/server.collectionc
render = /builtins/render/default.renderc

[input]
game_binding = /input/game.input_bindingc
gamepads = /builtins/input/default.gamepadsc

[display]
width = 1136
height = 640
variable_dt = 0
vsync = 0
swap_interval = 0
frame_cap = 0
update_frequency = 20

[physics]
scale = 0.02
debug = 0
max_collisions = 256
max_contacts = 256
gravity_y = -100
max_collision_object_count = 256

[script]
shared_state = 1

[android]
iap_provider = GooglePlay
package = com.britzl.publicexamples.rotate_and_move

[sprite]
max_count = 1000

[resource]
max_resources = 1000

[osx]
bundle_identifier = com.britzl.publicexamples.rotate_and_move

[ios]
bundle_identifier = com.britzl.publicexamples.rotate_and_move

[tilemap]
max_tile_count = 10000

[particle_fx]
max_count = 128
max_particle_count = 2048

[sound]
max_sound_buffers = 64
max_sound_sources = 32
max_component_count = 64

[html5]
htmlfile = /client/engine_template.html