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---
name: multiplayer-project
description: "Set up a Summer multiplayer project: entry scenes, World and queue files, joining, a first Local Play."
license: MIT
compatibility: [Cursor, Claude Code, Windsurf, Codex]
category: multiplayer-and-networking
user-invocable: true
allowed-tools: Read Grep Glob Edit Write summer_read_file summer_write_file summer_get_scene_tree summer_get_script_errors summer_project_setting summer_play summer_stop summer_get_diagnostics
paths: ["project.godot", "summer.build.json", "world.json", "source-domains.json", "runtime-manifest.json", "network/**", "client/**", "authority/**"]
---
# /multiplayer-project — the files every Summer multiplayer game needs
Step 1 of the multiplayer sequence (`multiplayer` explains the model). By the
end, Local Play starts a headless authority and two clients. Each client joins
through the game's own `Summer.client.join`, and every client sees one player
per joined player.
The example game is **Courtyard**. The later skills (`multiplayer-movement`,
`multiplayer-state`) continue it, so keep its names until the user's own game
replaces them. Every file below was run as shown with Local Play;
[files.md](files.md) has all of them complete, scenes included.
## 1. Ask, then state the plan
> 1. What is the game called? Its id is `game_<name>`: lowercase letters, digits, `_`, `.` or `-`.
> 2. How many players per match? Summer measures up to 16.
> 3. Which platforms: iOS, macOS, Windows?
State the plan before writing anything:
> I'll add Summer multiplayer: a client scene and a headless authority scene,
> a World and a queue for 2–8 players, a network composition, and Local Play
> to test it. Each folder holds one side: `client/`, `authority/`,
> `network/` (shared). OK?
For an existing single-player game, get this skeleton running first, then
move its gameplay under `client/`.
## 2. The layout
```text
project.godot shared
summer.build.json the Build: game id, queues, Worlds, server preset
world.json the WorldDefinition: which scenes run where
runtime-manifest.json the server component's runtime descriptor
source-domains.json which folders are client, server or shared
network/ shared by both sides: composition, schemas, game.gd
client/ what players run: main scene, player scenes, UI
authority/ what the server runs: main scene, rules
```
Client code and shared code must never load a file from `authority/`. The
summer.games export leaves `authority/` out of the players' pack. The
authority may load shared files.
## 3. project.godot
Add to the project's `project.godot`:
```ini
config_version=5
[application]
config/name="Courtyard"
run/main_scene="res://client/main.tscn"
run/main_scene.summer_client="res://client/main.tscn"
run/main_scene.summer_authority="res://authority/main.tscn"
[rendering]
textures/vram_compression/import_etc2_astc=true
```
The `.summer_client` and `.summer_authority` overrides tell each exported pack
which scene to start. Summer starts the hosted server with no scene
argument, so `run/main_scene.summer_authority` is the only thing that makes
`server.pck` start the authority. It applies only when the server export
preset carries the custom feature `summer_authority` (`multiplayer-publish`).
Without it the server starts the client scene, never reports ready, and every
online join fails with `world_start_timeout`. Local Play names the scene
itself, so it works either way. Leave the `[summer] version` line the editor
writes.
## 4. The declarations
`summer.build.json`: the game id, the queue players join, and the World it
starts. Summer rejects unknown fields, so copy the shape exactly.
```json
{
"schema": "summer.build.v2",
"gameId": "game_courtyard",
"executionMode": "hosted",
"targetPlatforms": ["ios", "macos"],
"project": { "directory": "." },
"server": { "exportPreset": "Courtyard Authority" },
"runtime": {
"protocolVersion": "1.0.0",
"interfaces": {
"multiplayer": 6, "session": 3, "lobby": 3, "presence": 3,
"config": 3, "party": 1, "matchSearch": 1
},
"scenes": ["res://client/main.tscn"],
"worldDefinitions": ["world.json"],
"queues": [
{
"name": "courtyard",
"minPlayers": 2,
"maxPlayers": 8,
"worldDefinition": "courtyard",
"policy": "fifo",
"transport": "enet"
}
],
"tickRate": 60,
"config": { "keys": {} },
"presence": { "tokens": {} },
"lobby": { "fields": {} },
"server": { "tier": "small" }
}
}
```
- `gameId` is the game's id in Summer Studio, for your publishing tools. The
summer.games export leaves it out of the bundle, so game code never reads
it: both sides call `Summer.initialize()` with no ID (sections 7 and 8).
- `queues[].minPlayers` / `maxPlayers` bound a match. `worldDefinition` names
the `definition_id` in `world.json`.
- `server.exportPreset` names the server export preset (`multiplayer-publish`).
- `runtime.interfaces`, `config`, `presence` and `lobby` are required. Copy
them as shown.
`world.json`: what one World is. Keep every field; Local Play accepts less,
but publishing needs all of them.
```json
{
"schema": "summer.world-definition.v1",
"definition_id": "courtyard",
"lifetime": "match_scoped",
"topology": "dedicated",
"client_entry_point": "res://client/main.tscn",
"components": [
{
"component_id": "match",
"profile": "headless_engine",
"runtime_descriptor": "runtime-manifest.json",
"entry_point": "authority/main.tscn",
"owns": ["match"]
}
],
"source_graph": "source-domains.json",
"network_compositions": ["res://network/composition.tres"],
"services": { "required": [], "optional": [] },
"settlement": { "mode": "required", "version": 1 },
"persistence": {
"mode": "none",
"recovery_point_seconds": 0,
"snapshot_schemas": [],
"migration_ids": []
},
"lifecycle": {
"reconnect_seconds": 30,
"drain_seconds": 5,
"transfer": "disabled",
"completion_owner": "world"
},
"placement": { "region_policy": "nearest" },
"limits_profile": "default"
}
```
`runtime-manifest.json` describes the server component:
```json
{
"profile": "headless_engine",
"entry_point": "authority/main.tscn",
"export_preset": "Courtyard Authority"
}
```
`source-domains.json` marks the folders. The export uses it to keep server
code off players' devices:
```json
{
"schema": "summer.source-domain-graph.v1",
"roots": [
{ "domain": "shared", "paths": ["project.godot", "network", "world.json", "runtime-manifest.json"] },
{ "domain": "client", "paths": ["client"] },
{ "domain": "authority_engine", "paths": ["authority"] }
],
"dependencies": []
}
```
## 5. The network composition
Both sides load the same composition. It declares every stream the game
sends, and client and authority refuse each other when theirs differ. Start
with one Command stream; later skills add more. `network/composition.tres`:
```ini
[gd_resource type="SummerNetworkComposition" load_steps=6 format=3]
[sub_resource type="SummerNetworkField" id="CommandBytes"]
field_name = &"b"
type = 20
[sub_resource type="SummerNetworkSchema" id="CommandSchema"]
schema_id = &"courtyard.cmd.v1"
state_fields = Array[SummerNetworkField]([SubResource("CommandBytes")])
[sub_resource type="SummerNetworkField" id="ResultBytes"]
field_name = &"b"
type = 20
[sub_resource type="SummerNetworkSchema" id="ResultSchema"]
schema_id = &"courtyard.cmd.result.v1"
state_fields = Array[SummerNetworkField]([SubResource("ResultBytes")])
[sub_resource type="SummerNetworkOccurrenceStream" id="Commands"]
stream_id = &"courtyard.cmd"
command_scope = 2
command_tick_dispatch = true
command_timeout_msec = 8000
payload_schema = SubResource("CommandSchema")
result_schema = SubResource("ResultSchema")
[resource]
network_version = "1.0.0"
occurrence_streams = Array[SummerNetworkOccurrenceStream]([SubResource("Commands")])
```
- A Command's payload and result travel as JSON in a byte field (`type = 20`,
`TYPE_PACKED_BYTE_ARRAY`): a network `String` holds at most 256 bytes.
- `command_scope = 2` is `COMMAND_SCOPE_WORLD`.
- `command_tick_dispatch = true` makes the authority handle a Command after
the tick's player poses are installed, so its checks use current positions.
The player entity's schema is empty, because players move through State
groups (`multiplayer-movement`). `network/player_schema.tres`:
```ini
[gd_resource type="SummerNetworkSchema" format=3]
[resource]
schema_id = &"courtyard.player.v1"
```
## 6. Shared code
`network/game.gd` holds every id and builds the network nodes the same way
on both sides:
```gdscript
extends RefCounted
## Shared by the client and the authority: ids, streams and shared rules.
const QUEUE := &"courtyard"
const CMD := &"courtyard.cmd"
const MAX_PLAYERS := 8
const COMPOSITION := preload("res://network/composition.tres")
## Adds the World, an Entities root and the Spawner under `parent`. Both sides
## pass their own player archetype; the composition is the same file.
static func build_network(parent: Node, player: SummerEntityArchetype) -> SummerNetworkSpawner:
var world := SummerNetworkWorld.new()
world.name = "World"
parent.add_child(world)
var entities := Node3D.new()
entities.name = "Entities"
parent.add_child(entities)
var spawner := SummerNetworkSpawner.new()
spawner.name = "Spawner"
spawner.network_world_path = NodePath("../World")
spawner.entities_root_path = NodePath("../Entities")
spawner.archetypes = [player]
spawner.player_archetype = &"player" # one entity per joined player
spawner.network_composition = COMPOSITION
parent.add_child(spawner)
return spawner
## Commands and results travel as JSON bytes: a network String holds at most
## 256 bytes.
static func pack(document: Dictionary) -> Dictionary:
return {"b": JSON.stringify(document).to_utf8_buffer()}
static func unpack(fields: Dictionary) -> Dictionary:
var parsed: Variant = JSON.parse_string((fields.get("b", PackedByteArray()) as PackedByteArray).get_string_from_utf8())
return parsed if parsed is Dictionary else {}
```
Each side passes its own **player archetype**: the scenes the Spawner spawns
for every joined player. The authority gets a model with no visuals. Clients
get an owner scene for their own player and an observer scene for everyone
else. Splitting them keeps client scenes out of the server and server scenes
out of the client.
## 7. The authority
The authority's player archetype, `authority/player_archetype.tres`, names
only an `authority_model_scene`: `authority/player_model.tscn`, a bare
`Node3D`. Both are in [files.md](files.md).
`authority/main.gd` initializes Summer, waits for its World, and answers the
`join` Command:
```gdscript
extends Node
## The match server. It runs headless and owns every rule.
const Game = preload("res://network/game.gd")
const PlayerArchetype = preload("res://authority/player_archetype.tres")
var spawner: SummerNetworkSpawner
var world: SummerNetworkWorld
var seat_of := {} # session_id -> seat, held until the Session leaves
func _ready() -> void:
spawner = Game.build_network(self, PlayerArchetype)
world = $World
spawner.entity_spawned.connect(_on_player_spawned)
spawner.command_received.connect(_on_command)
world.session_left.connect(_on_session_left)
var initialized: SummerResult = await Summer.initialize().get_result_or_completed_signal()
if not initialized.ok:
push_error(initialized.message)
return
if not world.is_ready():
await world.binding_ready
if not spawner.is_network_ready():
await spawner.network_ready
print("COURTYARD_AUTHORITY_READY")
## A seat is a player's place in this World for their whole stay, across
## reconnects. Returns -1 when the World is full.
func _seat(session: SummerSession) -> int:
if seat_of.has(session.session_id):
return seat_of[session.session_id]
var taken := seat_of.values()
for seat in Game.MAX_PLAYERS:
if seat not in taken:
seat_of[session.session_id] = seat
return seat
return -1
## The Spawner spawns one player entity per joined player, once that player's
## network is ready (and again after a reconnect).
func _on_player_spawned(entity: SummerNetworkEntity) -> void:
print("COURTYARD_PLAYER_SPAWNED seat=%d entity=%d" % [_seat(entity.session), entity.entity_id])
func _on_command(request: SummerNetworkCommandRequest) -> void:
var command := Game.unpack(request.payload)
match str(command.get("c", "")):
"join":
_join(request)
_:
request.refuse(&"unknown_command")
## A client sends "join" once its network is ready.
func _join(request: SummerNetworkCommandRequest) -> void:
var seat := _seat(request.get_session())
if seat < 0:
request.refuse(&"match_full")
return
request.accept({}, Game.pack({"seat": seat}))
print("COURTYARD_PLAYER_JOINED seat=%d" % seat)
## The Session ended for good: free the seat and everything the player had.
func _on_session_left(session: SummerSession, reason: String) -> void:
var seat: int = seat_of.get(session.session_id, -1)
seat_of.erase(session.session_id)
print("COURTYARD_PLAYER_LEFT seat=%d reason=%s" % [seat, reason])
```
`authority/main.tscn` is a plain `Node` with that script ([files.md](files.md)).
- `Summer.initialize()` takes no Game ID. Summer takes the game's identity
from where it runs: Local Play, the hosted server or the Summer Games app.
Never pass a literal, a placeholder or a fallback ID: any ID that differs
from the hosted one fails with `game_identity_mismatch`, and the authority
stops before it reports ready.
- **Never** read who sent a Command from its payload: `request.get_session()`
is verified. Don't name your own classes `SummerSession`, `SummerWorld` or
other engine class names.
- `session_disconnected` means the player's connection dropped and their seat
is held. `session_left` means they are gone for good. Free their things in
`session_left` only. Under Local Play it arrives when the World ends.
## 8. The client
The client's player archetype, `client/player_archetype.tres`, names an
`owner_projection_scene` and an `observer_projection_scene`:
```ini
[gd_resource type="SummerEntityArchetype" load_steps=4 format=3]
[ext_resource type="SummerNetworkSchema" path="res://network/player_schema.tres" id="1"]
[ext_resource type="PackedScene" path="res://client/player_owner.tscn" id="2"]
[ext_resource type="PackedScene" path="res://client/player_observer.tscn" id="3"]
[resource]
archetype_id = &"player"
network_schema = ExtResource("1")
owner_projection_scene = ExtResource("2")
observer_projection_scene = ExtResource("3")
```
`client/player_owner.tscn` is a `CharacterBody3D` with a capsule and the
camera. `client/player_observer.tscn` is a `Node3D` with a capsule and no
collision. Both are in [files.md](files.md).
`client/main.gd` joins the queue, waits until the network is ready, then
tells the authority it has arrived:
```gdscript
extends Node
## What each player runs: joins the match and shows every player.
const Game = preload("res://network/game.gd")
const PlayerArchetype = preload("res://client/player_archetype.tres")
var spawner: SummerNetworkSpawner
func _ready() -> void:
spawner = Game.build_network(self, PlayerArchetype)
# Connect signals like state_group_created here, before joining, or values
# that arrive during the join go unseen (multiplayer-movement adds them).
var initialized: SummerResult = await Summer.initialize().get_result_or_completed_signal()
if not initialized.ok:
push_error(initialized.message)
return
var join := Summer.client.join(SummerJoinTarget.queue(Game.QUEUE))
# Hosted matchmaking may ask the player to accept a match.
join.acceptance_required.connect(func(proposal: SummerMatchmakingProposal) -> void: proposal.accept())
var joined: SummerResult = await join.get_result_or_completed_signal()
if not joined.ok:
push_error("join failed: %s %s" % [joined.code, joined.message])
return
if not spawner.is_network_ready():
await spawner.network_ready
var entered := await command({"c": "join"})
if not entered.ok:
push_error("could not enter the match: %s" % entered.error)
return
print("COURTYARD_CLIENT_JOINED")
## Sends one Command and waits for the authority's answer.
func command(payload: Dictionary) -> Dictionary:
var admission := spawner.enqueue_command(Game.CMD, Game.pack(payload))
if not admission.is_enqueued():
return {"ok": false, "error": String(admission.get_code())}
var handle := admission.get_handle()
if not handle.is_terminal():
await handle.completed
if handle.get_outcome() == SummerNetworkCommandHandle.OUTCOME_ACCEPTED:
return {"ok": true, "error": "", "result": Game.unpack(handle.get_result())}
return {"ok": false, "error": String(handle.get_reason())}
```
`client/main.tscn` holds the level (a floor and a light) and that script
([files.md](files.md)).
- Connect `state_group_created` and `entity_spawned` **before** joining, or
values that arrive during the join go unseen.
- `Summer.client.join` succeeding means the player has a seat. Send Commands
only after `spawner.network_ready`.
- Hosted, matchmaking may ask the player to accept a match. This skeleton
accepts it right away; `summer-matchmaking` shows a real prompt.
## 9. Run it with Local Play
Import once so new scripts register, then start two players.
With the Summer MCP tools:
```
summer_project_setting key="summer/local_play/players" value=2
summer_play
summer_get_diagnostics
summer_stop
```
In the editor, **Debug > Local Multiplayer** sets the same player count; then
press Play. From a terminal (`<summer>` is the Summer editor executable):
```sh
<summer> --headless --path . --import
<summer> --path . --summer-local-play 2 --summer-local-play-headless --summer-local-play-timeout 15
```
Read the processes' output. Each line is prefixed with `[authority]`,
`[player-1]` or `[player-2]`:
- [ ] `[authority] COURTYARD_AUTHORITY_READY`
- [ ] `[authority] COURTYARD_PLAYER_SPAWNED` twice and `COURTYARD_PLAYER_JOINED` twice
- [ ] `COURTYARD_CLIENT_JOINED` from each player
- [ ] No `SCRIPT ERROR`, and no `[SummerNetworkSpawner] cannot attach` warning
- [ ] The last line, `SUMMER_LOCAL_PLAY_RESULT {...}`, has `"ok":true` and `"script_errors":0` for every process
`cannot attach` means the composition is invalid, and nothing networked will
work. Local Play still reports every client as joined, so look for the
warning yourself.
## Common mistakes
| Don't | Do | Why |
|---|---|---|
| `@rpc`, `MultiplayerSynchronizer`, `ENetMultiplayerPeer` | The Spawner, State groups and Commands | Unverified peers, no late join, no Summer hosting |
| `if multiplayer.is_server()` in one shared scene | Separate `client/` and `authority/` scenes | The engine starts the right scene on each side |
| Load an `authority/` file from client or shared code | Move what both sides need into `network/` | The export leaves `authority/` out of the players' pack |
| `Summer.initialize("game_…")`, or a fallback ID when `gameId` is missing | `Summer.initialize()` | The bundle has no `gameId`; a different ID fails hosted with `game_identity_mismatch` |
| Set `run/main_scene.summer_authority` and stop there | Also give the server preset the `summer_authority` feature | Without the feature the hosted server starts the client scene |
| Build the composition differently on each side | One `network/composition.tres`, loaded by both | Different compositions refuse each other |
| Send a Command right after `join` succeeds | Await `spawner.network_ready` first | The authority does not know the client's network until then |
| Free a player's things on `session_disconnected` | Free them on `session_left` | A disconnected player keeps their seat and may reconnect |
| Trust "every client joined" alone | Also check for `cannot attach` and your own ready lines | A broken composition still joins |
## Next
`multiplayer-movement`: each player moves their own character, and everyone
else sees it move smoothly.
<!-- shell-commands: generated from the operation catalog by npm run generate:registry; do not edit by hand -->
## From a shell
No Summer MCP tools in this session? Run each one as a command; when `summer --version` is missing or below 4.0, use `npx -y summer-engine@4.3.0` in place of `summer`. Fields are flags in kebab-case (`--scene-path res://main.tscn`) or one `--input '<json>'`, and `summer ops describe <op>` prints the exact input. The `summer-cli` skill has the rest.
| In this skill | Command |
|---|---|
| `summer_get_diagnostics` | `summer engine get-diagnostics` |
| `summer_get_scene_tree` | `summer engine get-scene-tree` |
| `summer_get_script_errors` | `summer engine get-script-errors` |
| `summer_play` | `summer engine play` |
| `summer_project_setting` | `summer engine project-setting` |
| `summer_read_file` | `summer engine read-file` |
| `summer_stop` | `summer engine stop` |
| `summer_write_file` | `summer engine write-file` |
<!-- /shell-commands -->