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_serverfeature). - 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
headless_init_manager.gd
Detect/initialize dedicated server logic for --headless / dedicated_server.
headless_manager.gd
Headless runtime manager companion patterns.
enet_optimized_host.gd
High-performance ENet UDP hosts with bandwidth/client limits.
dtls_secure_server.gd
DTLS + X509 hardening for ENet UDP.
safe_packet_decoder.gd
Forbid object decoding on untrusted packets (RCE guard).
manual_network_poll.gd
Manual multiplayer.poll() when auto-poll is disabled.
isolated_multiplayer_api.gd
Isolated MultiplayerAPI instances (client+server in one process).
server_authority_validator.gd
get_remote_sender_id() gates for authoritative requests.
websocket_server_compat.gd
HTML5-compatible WebSocketMultiplayerPeer hosts.
peer_kick_manager.gd
Graceful peer termination with reason propagation.
server_matchmaker_client.gd
Load-balancer / matchmaker handoff to game hosts.
server_health_exporter.gd
Headless telemetry for monitoring stacks.
physics_server_direct.gd / 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_RELIABLEfor 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
UNRELIABLEpackets arrive in order. - NEVER leave
SceneTree.multiplayer_pollfalse without manualpoll(). - NEVER mix incompatible engine/multiplayer protocol versions across peers.
- NEVER forget
free_ridon 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.
| Topic | Reference |
|---|---|
| RID canvas/physics cookbook | 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.
- RenderingServer —
canvas_item_*/instance_*/free_ridfor 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 matchingfree_ridto 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 —
--headlessand 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_setupwith 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,
@rpcannotations, and safe Variant decoding patterns used across server scripts. - godot-physics-3d — node-level PhysicsBody3D/space concepts before bypassing them with PhysicsServer3D RIDs.
Complements
- godot-multiplayer-networking — lobby/RPC/synchronizer toolkit that sits on the headless ENet/WebSocket hosts this skill scaffolds.
- godot-adapt-single-to-multiplayer — authority split and prediction shells before wiring dedicated-server validation and interest filters.
- godot-export-builds — dedicated-server export presets and CLI packaging for real multi-instance host tests.
- godot-2d-physics — PhysicsServer2D body/shape patterns for 2D authoritative swarms without SceneTree bodies.
- godot-navigation-pathfinding — NavigationServer RIDs and bake updates when AI agents share the same low-level server path.
- godot-performance-optimization — budgets and profiling that decide when RID servers beat nodes under peer/object load.
- godot-debugging-profiling — Performance monitors and remote debug habits for headless FPS/memory/orphan telemetry.
- godot-platform-web — HTML5 client constraints that force WebSocketMultiplayerPeer instead of ENet.
Downstream / consumers
- godot-procedural-generation — mass object/voxel spawners that consume RenderingServer/PhysicsServer RID pools.
- godot-monte-carlo-balancer — retune economy/TTK after authoritative server tick rates or validation change effective combat windows.
- godot-genre-battle-royale — large-peer dedicated hosts that need interest grids, kick/health exporters, and RID-scale sim.
Master
- godot-master — library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting server concern.