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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