exporting_for_dedicated_servers.rst 11 KB

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  1. .. _doc_exporting_for_dedicated_servers:
  2. Exporting for dedicated servers
  3. ===============================
  4. If you want to run a dedicated server for your project on a machine that doesn't
  5. have a GPU or display server available, you'll need to run Godot with the ``headless``
  6. display server and ``Dummy`` :ref:`audio driver <class_ProjectSettings_property_audio/driver/driver>`.
  7. Since Godot 4.0, this can be done by running a Godot binary on any platform with
  8. the ``--headless`` command line argument, or running a project exported as
  9. dedicated server. You do not need to use a specialized server binary anymore,
  10. unlike Godot 3.x.
  11. Editor versus export template
  12. -----------------------------
  13. It is possible to use either an editor or export template (debug or release)
  14. binary in headless mode. Which one you should use depends on your use case:
  15. - **Export template:** Use this one for running dedicated servers. It does not
  16. contain editor functionality, and is therefore smaller and more optimized.
  17. - **Editor:** This binary contains editor functionality and is intended to be
  18. used for exporting projects. This binary *can* be used to run dedicated
  19. servers, but it's not recommended as it's larger and less optimized.
  20. Export approaches
  21. -----------------
  22. There are two ways to export a project for a server:
  23. - Create a separate export preset for the platform that will host the server, then
  24. export your project as usual.
  25. - Export a PCK file only, preferably for the platform that matches the platform
  26. that will host the server. Place this PCK file in the same folder as an export
  27. template binary, rename the binary to have the same name as the PCK (minus the
  28. file extension), then run the binary.
  29. Both methods should result in identical output. The rest of the page will focus
  30. on the first approach.
  31. See :ref:`doc_exporting_projects` for more information.
  32. .. _doc_exporting_for_dedicated_servers_exporting_project:
  33. Exporting a project for a dedicated server
  34. ------------------------------------------
  35. If you export a project as usual when targeting a server, you will notice that
  36. the PCK file is just as large as for the client. This is because it includes all
  37. resources, including those the server doesn't need (such as texture data).
  38. Additionally, headless mode won't be automatically used; the user will have to
  39. specify ``--headless`` to make sure no window spawns.
  40. Many resources such as textures can be stripped from the PCK file to greatly
  41. reduce its size. Godot offers a way to do this for textures and materials in a way
  42. that preserves references in scene or resource files (built-in or external).
  43. To begin doing so, make sure you have a dedicated export preset for your server,
  44. then select it, go to its **Resources** tab and change its export mode:
  45. .. figure:: img/exporting_for_dedicated_servers_export_mode.webp
  46. :align: center
  47. :alt: Choosing the **Export as dedicated server** export mode in the export preset
  48. Choosing the **Export as dedicated server** export mode in the export preset
  49. When this export mode is chosen, the ``dedicated_server`` feature tag is
  50. automatically added to the exported project.
  51. .. note::
  52. If you do not wish to use this
  53. export mode but still want the feature tag, you can write the name
  54. ``dedicated_server`` in the **Features** tab of the export preset.
  55. This will also force ``--headless`` when running the exported project.
  56. After selecting this export mode, you will be presented with a list of resources
  57. in the project:
  58. .. figure:: img/exporting_for_dedicated_servers_export_resources.webp
  59. :align: center
  60. :alt: Choosing resources to keep, keep with stripped visuals or remove
  61. Choosing resources to keep, keep with stripped visuals or remove
  62. Ticking a box allows you to override options for the specified file or folder.
  63. Checking boxes does **not** affect which files are exported; this is done by the
  64. options selected for each checkbox instead.
  65. Files within a checked folder will automatically use the parent's option by
  66. default, which is indicated by the **(Inherited)** suffix for the option name
  67. (and the option name being grayed out). To change the option for a file whose
  68. option is currently inherited, you must tick the box next to it first.
  69. - **Strip Visuals:** Export this resource, with visual files (textures and materials)
  70. replaced by placeholder classes. Placeholder classes store the image size
  71. (as it's sometimes used to position elements in a 2D scene), but nothing else.
  72. - **Keep:** Export this resource as usual, with visual files interact.
  73. - **Remove:** The file is not included in the PCK. This is useful to ignore
  74. scenes and resources that only the client needs. If you do so, make sure the
  75. server doesn't reference these client-only scenes and resources in any way.
  76. The general recommendation is to use **Strip Visuals** whenever possible, unless
  77. the server needs to access image data such as pixels' colors. For example, if
  78. your server generates collision data based on an image's contents, you need to
  79. use **Keep** for that particular image.
  80. .. tip::
  81. To check the file structure of your exported PCK, use the **Export
  82. PCK/ZIP...** button with a ``.zip`` file extension, then open the resulting
  83. ZIP file in a file manager.
  84. .. warning::
  85. Be careful when using the **Remove** mode, as scenes/resources that reference
  86. a removed file will no longer be able to load successfully.
  87. If you wish to remove specific resources but make the scenes still be able
  88. to load without them, you'll have to remove the reference in the scene file
  89. and load the files to the nodes' properties using ``load()`` in a script.
  90. This approach can be used to strip resources that Godot doesn't support
  91. replacing with placeholders yet, such as audio.
  92. Removing textures is often what makes the greatest impact on the PCK size,
  93. so it is recommended to stick with **Strip Visuals** at first.
  94. With the above options used, a PCK for the client (which exports all resources
  95. normally) will look as follows:
  96. .. highlight:: none
  97. ::
  98. .
  99. ├── .godot
  100. │ ├── exported
  101. │ │ └── 133200997
  102. │ │ └── export-78c237d4bfdb4e1d02e0b5f38ddfd8bd-scene.scn
  103. │ ├── global_script_class_cache.cfg
  104. │ ├── imported
  105. │ │ ├── map_data.png-ce840618f399a990343bfc7298195a13.ctex
  106. │ │ ├── music.ogg-fa883da45ae49695a3d022f64e60aee2.oggvorbisstr
  107. │ │ └── sprite.png-7958af25f91bb9dbae43f35388f8e840.ctex
  108. │ └── uid_cache.bin
  109. ├── client
  110. │ ├── music.ogg.import
  111. │ └── sprite.png.import
  112. ├── server
  113. │ └── map_data.png.import
  114. ├── test
  115. │ └── scene.gd
  116. └── unused
  117. │ └── development_test.gd
  118. ├── project.binary
  119. ├── scene.gd
  120. ├── scene.tscn.remap
  121. The PCK's file structure for the server will look as follows:
  122. .. highlight:: none
  123. ::
  124. .
  125. ├── .godot
  126. │ ├── exported
  127. │ │ └── 3400186661
  128. │ │ ├── export-78c237d4bfdb4e1d02e0b5f38ddfd8bd-scene.scn
  129. │ │ ├── export-7958af25f91bb9dbae43f35388f8e840-sprite.res # Placeholder texture
  130. │ │ └── export-fa883da45ae49695a3d022f64e60aee2-music.res
  131. │ ├── global_script_class_cache.cfg
  132. │ ├── imported
  133. │ │ └── map_data.png-ce840618f399a990343bfc7298195a13.ctex
  134. │ └── uid_cache.bin
  135. ├── client
  136. │ ├── music.ogg.import
  137. │ └── sprite.png.import # Points to placeholder texture
  138. └── server
  139. │ └── map_data.png.import
  140. ├── project.binary
  141. ├── scene.gd
  142. ├── scene.tscn.remap
  143. Starting the dedicated server
  144. -----------------------------
  145. If both your client and server are part of the same Godot project, you will have
  146. to add a way to start the server directly using a command-line argument.
  147. If you :ref:`exported the project <doc_exporting_for_dedicated_servers_exporting_project>`
  148. using the **Export as dedicated server** export mode (or have added
  149. ``dedicated_server`` as a custom feature tag), you can use the ``dedicated_server``
  150. feature tag to detect whether a dedicated server PCK is being used:
  151. .. tabs::
  152. .. code-tab:: gdscript
  153. # Note: Feature tags are case-sensitive.
  154. if OS.has_feature("dedicated_server"):
  155. # Run your server startup code here...
  156. pass
  157. .. code-tab:: csharp
  158. // Note: Feature tags are case-sensitive.
  159. if (OS.HasFeature("dedicated_server"))
  160. {
  161. // Run your server startup code here...
  162. }
  163. If you also wish to host a server when using the built-in ``--headless`` command
  164. line argument, this can be done by adding the following code snippet in your
  165. main scene (or an autoload)'s ``_ready()`` method:
  166. .. tabs::
  167. .. code-tab:: gdscript
  168. if DisplayServer.get_name() == "headless":
  169. # Run your server startup code here...
  170. #
  171. # Using this check, you can start a dedicated server by running
  172. # a Godot binary (editor or export template) with the `--headless`
  173. # command-line argument.
  174. pass
  175. .. code-tab:: csharp
  176. using System.Linq;
  177. if (DisplayServer.GetName() == "headless")
  178. {
  179. // Run your server startup code here...
  180. //
  181. // Using this check, you can start a dedicated server by running
  182. // a Godot binary (editor or export template) with the `--headless`
  183. // command-line argument.
  184. }
  185. If you wish to use a custom command line argument, this can be done by adding
  186. the following code snippet in your main scene (or an autoload)'s ``_ready()``
  187. method:
  188. .. tabs::
  189. .. code-tab:: gdscript
  190. if "--server" in OS.get_cmdline_user_args():
  191. # Run your server startup code here...
  192. #
  193. # Using this check, you can start a dedicated server by running
  194. # a Godot binary (editor or export template) with the `--server`
  195. # command-line argument.
  196. pass
  197. .. code-tab:: csharp
  198. using System.Linq;
  199. if (OS.GetCmdlineUserArgs().Contains("--server"))
  200. {
  201. // Run your server startup code here...
  202. //
  203. // Using this check, you can start a dedicated server by running
  204. // a Godot binary (editor or export template) with the `--server`
  205. // command-line argument.
  206. }
  207. It's a good idea to add at least one of the above command-line arguments to
  208. start a server, as it can be used to test server functionality from the command
  209. line without having to export the project.
  210. If your client and server are separate Godot projects, your server should most
  211. likely be configured in a way where running the main scene starts a server
  212. automatically.
  213. Next steps
  214. ----------
  215. On Linux, to make your dedicated server restart after a crash or system reboot,
  216. you can
  217. `create a systemd service <https://medium.com/@benmorel/creating-a-linux-service-with-systemd-611b5c8b91d6>`__.
  218. This also lets you view server logs in a more convenient fashion, with automatic
  219. log rotation provided by systemd.
  220. If you have experience with containers, you could also look into wrapping your
  221. dedicated server in a `Docker <https://www.docker.com/>`__ container. This way,
  222. it can be used more easily in an automatic scaling setup (which is outside the
  223. scope of this tutorial).