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Asked By | prismetix |
I’m trying to set up a Godot 4.0 project that will be using a dedicated server but I think the docs may need a bit of TLC. In this document, there is a link to the “server downloads page” which 404s:
Exporting for dedicated servers
The broken link:
Since I’m currently compiling the Godot editor myself to use some custom modules and already have a build pipeline for that set up, I figured I could just compile the godot-server binary instead since the downloads seem to be gone. In trying to figure out how to do that, I read this doc:
Which recommends:
To compile a debug server build which can be used with remote debugging tools, use:
scons platform=linuxbsd target=template_debug
However, that doesn’t seem to build a server binary. The resulting binary is:
godot.linuxbsd.template_debug.x86_64
And when I run that with --main-pack ./my-project.pck
, it seems to just run like a normal client.
I looked at the history of that doc and in Godot 3.X it used to be a little different:
Compiling for X11 (Linux, *BSD)
It used to recommend building a server binary via:
scons platform=server ...
This other doc still references that server platform:
Introduction to the buildsystem
But when I run scons platform=list
on my own Linux machine, that platform isn’t available.
I wouldn’t mind contributing and updating docs myself but without digging through scons scripts I don’t know enough about how this is supposed to work. Can anyone briefly explain the workflow for dedicated server binaries in Godot 4.0?
-
Is the general flow here still accurate? (Export a .PCK, build/compile godot-server, run
godot-server --main-pack ./my-project.pck
) -
Where can I download the godot-server binary from?
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How can I compile the godot-server binary myself?