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:
@@ -0,0 +1,103 @@
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extends CanvasLayer
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## In-game system menu, opened with Escape.
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##
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## Exists because without it there is no way out of a session short of killing
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## the process -- and "kill the process" is exactly the behaviour the escape
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## channel is designed to discourage, so leaving it as the only exit would work
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## against the rest of the design.
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signal resumed
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signal return_to_hub_requested
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signal disconnect_requested
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var _panel: VBoxContainer
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var _hub_button: Button
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var _open: bool = false
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func _ready() -> void:
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layer = 20
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var root := Control.new()
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root.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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add_child(root)
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# Dim the game behind the menu so it is obvious the world is still running.
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var scrim := ColorRect.new()
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scrim.color = Color(0.0, 0.0, 0.0, 0.55)
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scrim.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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scrim.mouse_filter = Control.MOUSE_FILTER_STOP
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root.add_child(scrim)
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var center := CenterContainer.new()
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center.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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root.add_child(center)
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_panel = VBoxContainer.new()
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_panel.custom_minimum_size = Vector2(320.0, 0.0)
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_panel.add_theme_constant_override("separation", 10)
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center.add_child(_panel)
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var title := Label.new()
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title.text = "PAUSED"
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title.add_theme_font_size_override("font_size", 26)
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_panel.add_child(title)
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var note := Label.new()
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note.text = "The world keeps running. You are not safe here."
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note.add_theme_font_size_override("font_size", 12)
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note.add_theme_color_override("font_color", Color(1.0, 0.7, 0.5))
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_panel.add_child(note)
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_hub_button = _button("Return to hub", func() -> void:
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return_to_hub_requested.emit()
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close())
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_button("Resume", func() -> void: close())
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_button("Disconnect to menu", func() -> void:
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disconnect_requested.emit()
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close())
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_button("Quit game", func() -> void: get_tree().quit())
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visible = false
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func _button(text: String, on_press: Callable) -> Button:
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var b := Button.new()
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b.text = text
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b.pressed.connect(on_press)
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_panel.add_child(b)
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return b
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("system_menu"):
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toggle()
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get_viewport().set_input_as_handled()
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func toggle() -> void:
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if _open:
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close()
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else:
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open()
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func open() -> void:
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_open = true
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visible = true
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# Nothing is paused -- the server does not stop for one client's menu, so
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# neither does the view. Only the mouse is freed.
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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func close() -> void:
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_open = false
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visible = false
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func is_open() -> bool:
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return _open
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## The hub button is meaningless when you are already in the hub.
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func set_in_dungeon(in_dungeon: bool) -> void:
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_hub_button.disabled = not in_dungeon
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@@ -0,0 +1 @@
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uid://6j1nytv113kn
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+55
-5
@@ -68,9 +68,11 @@ func _status_text() -> String:
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func _hint_text() -> String:
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if client == null:
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return ""
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if not client.my_alive:
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return "DOWN -- press E to return to the hub"
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if client.instance_kind == Protocol.InstanceKind.LOBBY:
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return "WASD move mouse aim LMB fire E on the ring to enter a dungeon"
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return "WASD move mouse aim LMB fire hold F to escape to the lobby"
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return "WASD move mouse aim LMB fire E on the ring to enter a dungeon Esc menu"
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return "WASD move mouse aim LMB fire hold F to return to the hub Esc menu"
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func _draw_hud() -> void:
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@@ -89,16 +91,64 @@ func _draw_hud() -> void:
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_draw_boss_bar()
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if client.my_spawn_grace:
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_canvas.draw_string(ThemeDB.fallback_font,
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origin + Vector2(BAR_W + 12.0, BAR_H),
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"ARRIVING -- invulnerable, weapons cold",
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HORIZONTAL_ALIGNMENT_LEFT, -1, 14, Color(0.6, 0.9, 1.0))
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_draw_cleared_countdown()
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_draw_roster()
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if not client.my_alive:
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var size := _canvas.size
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_canvas.draw_string(ThemeDB.fallback_font, size * 0.5 - Vector2(70.0, 0.0),
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"DOWN -- respawning", HORIZONTAL_ALIGNMENT_LEFT, -1, 22, Color(1.0, 0.4, 0.4))
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# Centred on the canvas, which is only correct because _canvas actually
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# has the viewport's size now -- see the anchor note in _ready().
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var centre := _canvas.size * 0.5
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_canvas.draw_string(ThemeDB.fallback_font, centre - Vector2(52.0, 8.0),
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"DOWN", HORIZONTAL_ALIGNMENT_LEFT, -1, 34, Color(1.0, 0.4, 0.4))
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_canvas.draw_string(ThemeDB.fallback_font, centre - Vector2(118.0, -18.0),
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"press E to return to the hub", HORIZONTAL_ALIGNMENT_LEFT, -1, 16,
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Color(1.0, 0.75, 0.75))
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if _hit_flash > 0.0:
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_canvas.draw_rect(Rect2(Vector2.ZERO, _canvas.size),
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Color(1.0, 0.2, 0.25, 0.18 * _hit_flash))
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## Shown after the boss dies, so the victory lap has a visible clock on it.
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func _draw_cleared_countdown() -> void:
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if client.cleared_countdown >= Protocol.COUNTDOWN_NONE:
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return
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var text := "DUNGEON CLEARED -- returning to the hub in %ds" % client.cleared_countdown
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_canvas.draw_string(ThemeDB.fallback_font,
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Vector2(_canvas.size.x * 0.5 - 190.0, _canvas.size.y * 0.5 - 60.0),
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text, HORIZONTAL_ALIGNMENT_LEFT, -1, 18, Color(0.6, 1.0, 0.75))
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## Who else is online, and whether they are already in a dungeon. Only useful in
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## the hub, which is the one place you are deciding whether to go in.
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func _draw_roster() -> void:
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if client.instance_kind != Protocol.InstanceKind.LOBBY or client.roster.is_empty():
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return
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var x := _canvas.size.x - 240.0
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var y := MARGIN + 4.0
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_canvas.draw_string(ThemeDB.fallback_font, Vector2(x, y), "ONLINE",
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HORIZONTAL_ALIGNMENT_LEFT, -1, 13, Color(0.65, 0.7, 0.8))
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y += 20.0
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for entry in client.roster:
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var in_dungeon: bool = int(entry["kind"]) == Protocol.InstanceKind.DUNGEON
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var where := "dungeon %d" % int(entry["instance"]) if in_dungeon else "hub"
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var col := Color(1.0, 0.7, 0.45) if in_dungeon else Color(0.7, 0.8, 0.9)
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if not entry["alive"]:
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col = Color(0.85, 0.4, 0.4)
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where += " (down)"
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var me := " <- you" if int(entry["peer"]) == client.my_peer else ""
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_canvas.draw_string(ThemeDB.fallback_font, Vector2(x, y),
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"%s -- %s%s" % [entry["name"], where, me],
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HORIZONTAL_ALIGNMENT_LEFT, -1, 13, col)
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y += 18.0
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func _draw_boss_bar() -> void:
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var b := client.boss_state()
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if b.is_empty() or client.boss_def == null:
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