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:
+13
-2
@@ -9,9 +9,13 @@
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| Simple, predictable enemies | Drifter, Turret, Stalker, plus a lobby dummy. Five movement behaviours, all closed-form. |
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| Stationary boss, adaptable format | The Warden of the Fold: four phases, data-defined. A new boss is one function and zero simulation changes. |
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| Lobby hub with dungeon entry | Persistent lobby instance, portal, party forming window, dungeons opened on demand. |
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| Emergency escape | Three-second channel, cancelled by damage or release, server-owned. |
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| Emergency escape | One-second server-owned channel, cancelled by release but not by damage; a disconnect runs the same channel so quitting is never a cheaper exit. |
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| Leaving and arriving | Downed players return to the hub on request (no timed respawn); entering a dungeon grants 2s of invulnerable, weapons-cold arrival protection. |
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| Hub awareness | Server-pushed roster showing who is online and which dungeon they are in. |
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| In-game menu | Escape opens return-to-hub / disconnect / quit. |
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78 tests plus an end-to-end smoke test over a real socket.
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91 tests plus an end-to-end smoke test over a real socket, including a bot that
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is SIGKILLed mid-dungeon to prove the disconnect path.
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## Next, in rough order of value
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@@ -20,6 +24,13 @@ Rooms, doors, and a `SimWorld` with static geometry — which means adding a
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collision representation for walls (segment-vs-circle for players, segment
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crossing for bullets) since there is no physics engine to lean on.
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**1b. Progression, and what it turns on.** Several things are currently sized
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for "no persistence yet" and should be revisited together with it: death sends
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you to the hub rather than costing anything, a linkdead body is simply deleted
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once it channels out (there is no hub state to put it in), and `peer_names` is
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client-supplied and trusted for display. All three are fine now and none of them
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are once a character has anything worth losing.
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**2. Art and feel.** Everything is drawn with `draw_circle` and a generated dot
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texture. Sprites, hit flashes, screen shake, muzzle flashes, death effects, and
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sound. None of it touches the simulation — this is entirely `src/view/`.
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