feat(game-server): scaffold dedicated server toward player join
Build Game Server / build (push) Successful in 17s
Build Game Server / build (push) Successful in 17s
R&D branch for an authoritative Unreal game server (Prospect.Unreal).
The connection handshake already reaches PlayerController spawn; this
commit pushes it toward real players joining:
- Program.cs: target the Cycle station map + game mode (configurable via
PROSPECT_MAP/GAMEMODE/PORT), proper host loop, and initialise a
GameSession so NMT_Join -> Login no longer fails ("GameSession is null").
- UWorld.WelcomePlayer: send the world's real map/game mode to the client
instead of the UE ThirdPerson template.
- Dockerfile.gameserver + .gitea/workflows/game-server.yml: build/push a
separate image (the-cycle-game) on the game-server branch, ntfy notify.
- GAMESERVER.md: honest state + roadmap (player spawn + movement
replication need live client testing; AI/loot intentionally deferred).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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# The Cycle: Frontier — serveur de jeu dédié (EXPÉRIMENTAL / R&D).
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# Réimplémentation du serveur autoritaire Unreal (Prospect.Unreal). Build depuis les sources.
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FROM mcr.microsoft.com/dotnet/sdk:8.0 AS build
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WORKDIR /src
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COPY src/ ./src/
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RUN dotnet publish src/Prospect.Server.Game/Prospect.Server.Game.csproj -c Release -o /app
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FROM mcr.microsoft.com/dotnet/runtime:8.0
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WORKDIR /app
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COPY --from=build /app ./
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# Le réseau Unreal est en UDP.
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EXPOSE 7777/udp
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# Configurable : PROSPECT_MAP / PROSPECT_GAMEMODE / PROSPECT_PORT
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ENTRYPOINT ["dotnet", "Prospect.Server.Game.dll"]
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