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:
@@ -11,7 +11,7 @@ func before_each() -> void:
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p.pos = Vector2(120.5, -64.25)
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p.aim = 1.25
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p.hp = 73
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p.escape_ticks = 90
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p.escape_ticks = 30
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p.last_input_tick = 555
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world.spawn_enemy(Content.turret(), Vector2(-200.0, 100.0))
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world.spawn_boss(Content.warden())
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@@ -30,7 +30,7 @@ func test_snapshot_round_trips_player_state() -> void:
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assert_eq(int(rec["last_input_tick"]), 555)
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assert_true((int(rec["flags"]) & Protocol.F_ALIVE) != 0)
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assert_true((int(rec["flags"]) & Protocol.F_ESCAPING) != 0)
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assert_almost_eq(float(rec["escape"]), 90.0 / float(SimConfig.ESCAPE_CHANNEL_TICKS), 0.01)
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assert_almost_eq(float(rec["escape"]), 30.0 / float(SimConfig.ESCAPE_CHANNEL_TICKS), 0.01)
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func test_snapshot_carries_enemy_radius_for_late_joiners() -> void:
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@@ -105,3 +105,59 @@ func test_truncated_input_packet_is_rejected_not_read_past() -> void:
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func test_empty_input_packet_is_safe() -> void:
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assert_eq(NetCodec.decode_inputs(PackedByteArray()).size(), 0)
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# --- Roster -----------------------------------------------------------------
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func test_roster_round_trips() -> void:
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var entries: Array[Dictionary] = [
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{"peer": 7, "name": "ada", "kind": Protocol.InstanceKind.LOBBY,
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"instance": 1, "alive": true},
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{"peer": 9, "name": "grace", "kind": Protocol.InstanceKind.DUNGEON,
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"instance": 4, "alive": false},
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]
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var out := NetCodec.decode_roster(NetCodec.encode_roster(entries))
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assert_eq(out.size(), 2)
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assert_eq(int(out[0]["peer"]), 7)
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assert_eq(String(out[0]["name"]), "ada")
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assert_eq(int(out[0]["kind"]), Protocol.InstanceKind.LOBBY)
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assert_true(out[0]["alive"])
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assert_eq(String(out[1]["name"]), "grace")
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assert_eq(int(out[1]["kind"]), Protocol.InstanceKind.DUNGEON,
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"the hub needs to know someone is already inside")
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assert_eq(int(out[1]["instance"]), 4)
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assert_false(out[1]["alive"])
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func test_roster_survives_unicode_names() -> void:
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var entries: Array[Dictionary] = [
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{"peer": 1, "name": "ゆき", "kind": 0, "instance": 1, "alive": true}]
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var out := NetCodec.decode_roster(NetCodec.encode_roster(entries))
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assert_eq(String(out[0]["name"]), "ゆき")
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func test_empty_roster_is_safe() -> void:
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assert_eq(NetCodec.decode_roster(PackedByteArray()).size(), 0)
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assert_eq(NetCodec.decode_roster(NetCodec.encode_roster([] as Array[Dictionary])).size(), 0)
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# --- Snapshot extras --------------------------------------------------------
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func test_snapshot_carries_spawn_grace_and_linkdead_flags() -> void:
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var p: SimPlayer = world.players[42]
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p.spawn_grace = 30
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p.linkdead = true
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var snap := NetCodec.decode_snapshot(NetCodec.encode_snapshot(world))
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var flags := int(snap["players"][0]["flags"])
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assert_true((flags & Protocol.F_SPAWN_GRACE) != 0)
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assert_true((flags & Protocol.F_LINKDEAD) != 0)
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func test_cleared_countdown_round_trips() -> void:
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var snap := NetCodec.decode_snapshot(NetCodec.encode_snapshot(world, 17))
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assert_eq(int(snap["cleared_countdown"]), 17)
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func test_countdown_defaults_to_not_applicable() -> void:
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var snap := NetCodec.decode_snapshot(NetCodec.encode_snapshot(world))
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assert_eq(int(snap["cleared_countdown"]), Protocol.COUNTDOWN_NONE)
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