Fix bullet/ship desync; rework death, escape, arrival and hub awareness
(1) Bullets appeared to trail the ship. Two independent causes, measured with
the new tools/diag_prediction.gd rather than guessed at:
- ServerRuntime ticked before ClientRuntime, so input sampled on frame N was
not consumed until frame N+1, leaving the drawn ship a constant one tick
(4.00px at 240 u/s) ahead of the authoritative one that bullets spawn from.
ClientRuntime now sets process_physics_priority = -10. Gap on a listen
server: 4.00px -> 0.10px mean, 0.30px worst.
- PLAYER_MUZZLE_OFFSET was PLAYER_RADIUS + 6 = 12px against a 13px drawn
ship, so bullets were born inside the sprite. Regression from the previous
commit's hitbox shrink; it now derives from PLAYER_VISUAL_RADIUS.
(2) No more timed respawn. A downed player stays down until they ask for the
hub (E), which is an ordinary input -- the server has no "revive me" message.
(3) Escape channel 3s -> 1s, and damage no longer cancels it. An interruptible
channel makes killing the process strictly better than using the button, so a
dropped connection now runs the same channel: the player stays in the world as
linkdead, still killable, and is only released once it completes. Instances
refuse to close while a linkdead body is resolving, or a solo drop would delete
it on the next tick and hand the exploit straight back.
(4) Escape opens an in-game menu: return to hub (routed through the same held-
escape channel, not a new message), disconnect, quit.
(5) Server pushes a roster so the hub shows who is online and which dungeon
they are in. Entering a dungeon grants 2s arrival protection -- invulnerable
AND weapons-cold, since invulnerability alone would make the spawn a free
firing position -- flagged in the snapshot and drawn on every protected ship.
(6) Cleared dungeons hold the party 30s (was 5s) with a visible countdown.
(7) The hub's grey circle was a 100k-HP target dummy that read as scenery. Now
drawn as a bullseye so its purpose is legible.
Protocol version 1 -> 2. 91 tests (was 78); smoke.sh gains a bot that is
SIGKILLed mid-dungeon to prove the disconnect path end to end. check.sh,
test.sh and smoke.sh all pass.
This commit is contained in:
@@ -91,6 +91,43 @@ rate as tapping it correctly.
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A client that stops sending coasts on its last input for `INPUT_MAX_AGE` ticks
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and then stops, so a dropped connection does not leave a player sliding.
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## Leaving a run, and why disconnecting is not an escape
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The emergency escape is a **one-second server-owned channel** that damage does
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*not* interrupt. That combination is deliberate and the two halves depend on
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each other.
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An interruptible channel sounds like the right kind of risk until you follow it
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through: a player about to die under fire can never finish the channel, so
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killing the game process becomes strictly better than using the button. The
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escape hatch turns into the exploit.
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So a dropped connection runs the same channel. On disconnect the peer is removed
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from the send list but its player **stays in the world** (`SimPlayer.linkdead`),
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treated as holding the escape button down, still fully killable, for the same
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second everyone else pays. Only when that resolves is the peer forgotten. Pulling
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the plug is therefore never cheaper than pressing the key, and there is no
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timing window where it is.
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Two details that are easy to get wrong and are covered by tests:
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- An instance must not close while a linkdead body is still resolving
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(`Instance.has_linkdead()`), or a solo player's drop would delete their body
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on the next tick and hand back the exact exploit.
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- Dying still ends the channel. That is the one thing the escape cannot beat,
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and it is what keeps the second a real risk rather than a formality.
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`tools/smoke.sh` SIGKILLs a bot mid-dungeon and asserts the server channels it
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out rather than dropping it instantly.
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## Arriving in a run
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Entering a dungeon grants `SimConfig.SPAWN_GRACE_TICKS` (2s) of **arrival
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protection**: invulnerable *and* unable to shoot. Both halves matter —
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invulnerability alone would make the spawn point a free firing position. It is
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flagged in the snapshot (`Protocol.F_SPAWN_GRACE`) so every client can draw it
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on every protected ship, not just its own.
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## Prediction and reconciliation
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`ClientRuntime` keeps every unacknowledged `InputFrame`. Each snapshot echoes
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@@ -99,6 +136,20 @@ frames, takes the server's authoritative position, and replays the rest through
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the same `Movement.step_player()` the server used. Divergence over 24 px snaps;
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smaller errors lerp at 0.3 so ordinary jitter does not read as rubber-banding.
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`ClientRuntime` sets `process_physics_priority = -10` so it samples and sends
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input *before* `ServerRuntime` ticks. This matters only on a listen server,
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where both live in one process: with the default tree order the server ran
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first, so input sampled on frame N was not consumed until frame N+1, leaving the
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drawn ship a permanent one tick (4px at 240 u/s) ahead of the authoritative one
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— and bullets, which spawn at the authoritative position, visibly trailed behind
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the ship. `tools/diag_prediction.gd` measures this gap; it is currently ~0.1px
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mean, down from a constant 4.00px.
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The other half of that fix is `SimConfig.PLAYER_MUZZLE_OFFSET`, derived from the
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*visual* radius rather than the hitbox. A remote client still draws its ship a
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tick or two ahead of the server, and that margin is what keeps bullets emerging
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from the nose rather than the middle of the sprite.
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Remote players, enemies and the boss are interpolated between the last two
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snapshots. Bullets are not interpolated — they are simulated, and a spawn event
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carries the server tick it was generated at so the client fast-forwards the
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