I was trying to set up a new Godot 4.0 project that will use a dedicated game server and while going through the docs I realized that this page needs a bit of an overhaul. As a preface, the server platform was removed from SCons in the following PR and I believe that as a result, any reference to server vs. headless in the documentation is no longer accurate:
If I understand that pull request correctly, there is no longer a dedicated server binary and instead any platform can use the --display-driver headless argument.
I believe this is because server binaries are no longer being built in 4.0 so this downloads page was taken down
The "Headless" vs "server" binaries section is no longer valid
It refers to the godot-server binary
./godot-server --main-pack my_project.pck
It seems like the entire workflow for dedicated servers is probably different now? I think a relatively simple recommended flow could be something like:
Add an option like --server to the user's project to be parsed with OS.get_cmdline_user_args() that should be handled such that the project will behave like a server
Export a .PCK file (Same as before)
Run the exported foo.pck file via godot --display-driver headless --main-pack foo.pck -- --server
This godot executable is the same editor executable for the desired platform
I don't mind submitting a PR for these but would like to first verify what the recommended solution is for dedicated servers in 4.0 so I don't write anything inaccurate.
Your Godot version: 4.0
Issue description:
I was trying to set up a new Godot 4.0 project that will use a dedicated game server and while going through the docs I realized that this page needs a bit of an overhaul. As a preface, the
server
platform was removed from SCons in the following PR and I believe that as a result, any reference to server vs. headless in the documentation is no longer accurate:https://github.com/godotengine/godot/pull/49074
If I understand that pull request correctly, there is no longer a dedicated server binary and instead any platform can use the
--display-driver headless
argument.The Exporting for dedicated servers probably needs a major rework. Some specific issues:
"Headless" vs "server" binaries
section is no longer validgodot-server
binary./godot-server --main-pack my_project.pck
It seems like the entire workflow for dedicated servers is probably different now? I think a relatively simple recommended flow could be something like:
--server
to the user's project to be parsed withOS.get_cmdline_user_args()
that should be handled such that the project will behave like a server.PCK
file (Same as before)foo.pck
file viagodot --display-driver headless --main-pack foo.pck -- --server
godot
executable is the same editor executable for the desired platformAlso, this Introduction to the buildsystem page still refers to the
server
platform.I don't mind submitting a PR for these but would like to first verify what the recommended solution is for dedicated servers in 4.0 so I don't write anything inaccurate.
URL to the documentation page: