| name | godot-server-architecture |
| description | Expert blueprint for dedicated / headless multiplayer hosts: ENet/DTLS, authority validation, safe packet decode, matchmaker handoff, and health telemetry. Use when building authoritative servers, --headless hosts, or hardening host networking. Keywords: dedicated server, headless, ENet, DTLS, authority, safe_packet_decoder, multiplayer host, WebSocketMultiplayerPeer. |
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)
- Headless detect/init — MANDATORY headless_init_manager.gd (
--headless / dedicated_server feature).
- Safe decode — MANDATORY safe_packet_decoder.gd before any untrusted
get_var.
- Host peer — enet_optimized_host.gd; add dtls_secure_server.gd when encrypting UDP.
- Authority — server_authority_validator.gd on every privileged RPC.
- Ops — peer_kick_manager.gd, server_health_exporter.gd; matchmaker handoff via server_matchmaker_client.gd.
Available Scripts
Detect/initialize dedicated server logic for --headless / dedicated_server.
Headless runtime manager companion patterns.
High-performance ENet UDP hosts with bandwidth/client limits.
DTLS + X509 hardening for ENet UDP.
Forbid object decoding on untrusted packets (RCE guard).
Manual multiplayer.poll() when auto-poll is disabled.
Isolated MultiplayerAPI instances (client+server in one process).
get_remote_sender_id() gates for authoritative requests.
HTML5-compatible WebSocketMultiplayerPeer hosts.
Graceful peer termination with reason propagation.
Load-balancer / matchmaker handoff to game hosts.
Headless telemetry for monitoring stacks.
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.
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.
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.
- RenderingServer —
canvas_item_* / instance_* / free_rid for procedural draw and mesh swarms without MeshInstance nodes.
- PhysicsServer3D —
body_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 API —
get_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.