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godot-server-architecture

Expert blueprint for dedicated / headless multiplayer hosts: ENet/DTLS, authority validation, safe packet decode, matchmaker handoff, and health tel…

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技能内容

Skill boundary (Do NOT Load)

| Use this skill for | Use godot-multiplayer-networking for |

| :--- | :--- |

| --headless / dedicated export boot | Lobby UI, matchmaking UX, friend invites |

| ENet/DTLS host peer + safe decode | RPC signatures, @rpc gameplay handlers |

| Authority validation on privileged ops | MultiplayerSynchronizer / scene replication |

| Kick, health telemetry, matchmaker handoff | Client prediction, lag compensation |

Do NOT Load lobby/RPC tutorial scripts from multiplayer-networking when only booting a host — follow Host Golden Path here first.

Host Golden Path (MANDATORY)

  1. Headless detect/initMANDATORY [headless_init_manager.gd](scripts/headless_init_manager.gd) (--headless / dedicated_server feature).
  2. Safe decodeMANDATORY [safe_packet_decoder.gd](scripts/safe_packet_decoder.gd) before any untrusted get_var.
  3. Host peer — [enet_optimized_host.gd](scripts/enet_optimized_host.gd); add [dtls_secure_server.gd](scripts/dtls_secure_server.gd) when encrypting UDP.
  4. Authority — [server_authority_validator.gd](scripts/server_authority_validator.gd) on every privileged RPC.
  5. Ops — [peer_kick_manager.gd](scripts/peer_kick_manager.gd), [server_health_exporter.gd](scripts/server_health_exporter.gd); matchmaker handoff via [server_matchmaker_client.gd](scripts/server_matchmaker_client.gd).

Available Scripts

[headless_init_manager.gd](scripts/headless_init_manager.gd)

Detect/initialize dedicated server logic for --headless / dedicated_server.

[headless_manager.gd](scripts/headless_manager.gd)

Headless runtime manager companion patterns.

[enet_optimized_host.gd](scripts/enet_optimized_host.gd)

High-performance ENet UDP hosts with bandwidth/client limits.

[dtls_secure_server.gd](scripts/dtls_secure_server.gd)

DTLS + X509 hardening for ENet UDP.

[safe_packet_decoder.gd](scripts/safe_packet_decoder.gd)

Forbid object decoding on untrusted packets (RCE guard).

[manual_network_poll.gd](scripts/manual_network_poll.gd)

Manual multiplayer.poll() when auto-poll is disabled.

[isolated_multiplayer_api.gd](scripts/isolated_multiplayer_api.gd)

Isolated MultiplayerAPI instances (client+server in one process).

[server_authority_validator.gd](scripts/server_authority_validator.gd)

get_remote_sender_id() gates for authoritative requests.

[websocket_server_compat.gd](scripts/websocket_server_compat.gd)

HTML5-compatible WebSocketMultiplayerPeer hosts.

[peer_kick_manager.gd](scripts/peer_kick_manager.gd)

Graceful peer termination with reason propagation.

[server_matchmaker_client.gd](scripts/server_matchmaker_client.gd)

Load-balancer / matchmaker handoff to game hosts.

[server_health_exporter.gd](scripts/server_health_exporter.gd)

Headless telemetry for monitoring stacks.

[physics_server_direct.gd](scripts/physics_server_direct.gd) / [rid_performance_server.gd](scripts/rid_performance_server.gd)

Optional host-side RID sim — only when node physics cannot hold tick budget: > ~200 active bodies per tick, or headless host CPU > 70% on physics step with nodes. Criteria: profile first; if SceneTree bodies dominate, prefer godot-performance-optimization. Do NOT Load RID scripts for ≤64 entity lobbies.

NEVER Do in Server Architecture (Host)

  • NEVER trust the client — Validate state, purchases, and damage on the authoritative host.
  • NEVER use TRANSFER_MODE_RELIABLE for continuous streams — Prefer unreliable for high-rate transforms.
  • NEVER use get_var(true) on untrusted packets — Object decode = RCE. MANDATORY safe_packet_decoder.
  • NEVER use TCP for fast-paced action — Prefer ENet UDP (or WebSocket for HTML5 constraints).
  • NEVER run a dedicated server without stripping visuals — Dedicated Server export / dummy drivers.
  • NEVER expect RPCs before connected_to_server / peer ready.
  • NEVER assume UNRELIABLE packets arrive in order.
  • NEVER leave SceneTree.multiplayer_poll false without manual poll().
  • NEVER mix incompatible engine/multiplayer protocol versions across peers.
  • NEVER forget free_rid on server-created RIDs if the host uses Physics/RenderingServer pools.

Host Patterns

Interest management

Large worlds: MultiplayerSynchronizer.public_visibility = false + visibility filters (AABB / grid) so the host does not sync the entire world to every peer.

# Hook on synchronizer — filter peers by grid cell / AABB (no full tutorial)
func _visibility_filter(for_peer: int, node: Node) -> bool:
	return _interest_grid.is_visible_to_peer(for_peer, node.global_position)
# Assign: synchronizer.set_visibility_filter(_visibility_filter)

Health metrics

Watch host FPS, static memory (RID leaks), and orphan counts via [server_health_exporter.gd](scripts/server_health_exporter.gd).

Deep recipes (on demand)

> LLM-ignorance rule: if a general agent would not know it before reading, it lives here or in scripts/ — never delete, only move.

| Topic | Reference |

|-------|-----------|

| RID canvas/physics cookbook | [rendering-physics-server-cookbook.md](references/rendering-physics-server-cookbook.md) |

Reference

> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Using Servers — RID-based RenderingServer/PhysicsServer/NavigationServer workflow when SceneTree nodes are too slow.
  • RenderingServercanvas_item_ / instance_ / free_rid for procedural draw and mesh swarms without MeshInstance nodes.
  • PhysicsServer3Dbody_create, space binding, and direct-state queries for headless authoritative simulation.
  • PhysicsServer2D — 2D body/shape RIDs mirroring the same SceneTree-bypass pattern.
  • RID — opaque server handles; every *_create() needs a matching free_rid to avoid leaks.
  • High-level multiplayer — authority, RPCs, and peer lifecycle for dedicated hosts and isolated MultiplayerAPI branches.
  • ENetMultiplayerPeer — UDP host creation, channels/bandwidth limits, and DTLS host setup on peer.host.
  • WebSocket multiplayer — browser-compatible peer path when ENet UDP is unavailable (HTML5 clients).
  • Exporting for dedicated servers — dedicated-server export presets and stripping visuals/audio for production hosts.
  • Command line tutorial--headless and CLI flags used by headless init/managers.
  • Binary serialization APIget_var(false) / object-decoding rules that block RCE on untrusted packets.
  • DTLSServer — DTLS accept path complementary to ENet dtls_server_setup with X509/TLSOptions.

Related Skills

Prerequisites

  • godot-project-foundations — project layout, Autoloads, and feature tags that dedicated-server and headless launches depend on.
  • godot-gdscript-mastery — typed RID arrays, @rpc annotations, and safe Variant decoding patterns used across server scripts.
  • godot-physics-3d — node-level PhysicsBody3D/space concepts before bypassing them with PhysicsServer3D RIDs.

Complements

Downstream / consumers

Master

  • godot-master — library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting server concern.

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