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:
2026-09-03 18:43:19 +02:00
parent d9a59fff03
commit 005679f1b5
29 changed files with 903 additions and 79 deletions
+59
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@@ -0,0 +1,59 @@
extends Node
## Measures the gap between where the client *draws* the local player and where
## the server actually has it -- the number that decides whether bullets appear
## to leave the ship's nose or trail out of its back.
##
## godot --headless --path . res://tools/diag_prediction.tscn
##
## Runs the real listen-server path (ServerRuntime + ClientRuntime + the actual
## Net loopback), not a mock, so node process order is exactly production's.
var _ticks: int = 0
var _worst: float = 0.0
var _sum: float = 0.0
var _samples: int = 0
func _ready() -> void:
GameOpts.bot_client = true
GameOpts.player_name = "diag"
if Net.host(27300) != OK:
push_error("could not host")
get_tree().quit(1)
return
Net.start_local_client()
func _physics_process(_delta: float) -> void:
_ticks += 1
var srv := Net.server
var cli := Net.client
if srv == null or cli == null:
return
var inst := srv.instance_of(Net.LOCAL_PEER)
if inst == null or not inst.world.players.has(Net.LOCAL_PEER):
return
var sp: SimPlayer = inst.world.players[Net.LOCAL_PEER]
var delta_px := sp.pos.distance_to(cli.predicted_pos)
# Skip the first few ticks while the handshake settles.
if _ticks > 20:
_worst = maxf(_worst, delta_px)
_sum += delta_px
_samples += 1
if _ticks % 20 == 0:
print("tick=%4d srv_tick=%4d srv_pos=%-22s pred=%-22s gap=%6.2fpx acked=%4d cli_tick=%4d queue=%d" % [
_ticks, inst.world.tick, str(sp.pos.round()), str(cli.predicted_pos.round()),
delta_px, sp.last_input_tick, cli.input_tick, sp.input_queue.size()])
if _ticks >= 300:
print("---")
print("GAP worst=%.2fpx mean=%.2fpx over %d samples" % [_worst, _sum / maxf(_samples, 1), _samples])
print("player speed is %.0f u/s = %.2f px per tick" % [
SimConfig.PLAYER_SPEED, SimConfig.PLAYER_SPEED * SimConfig.TICK_DELTA])
print("muzzle offset = %.1fpx, drawn ship radius = %.1fpx, hitbox = %.1fpx" % [
SimConfig.PLAYER_MUZZLE_OFFSET, SimConfig.PLAYER_VISUAL_RADIUS,
SimConfig.PLAYER_RADIUS])
Net.shutdown()
get_tree().quit(0)
+1
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@@ -0,0 +1 @@
uid://bcsb8u10uk0o1
+6
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@@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://tools/diag_prediction.gd" id="1"]
[node name="DiagPrediction" type="Node"]
script = ExtResource("1")
+1
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@@ -19,6 +19,7 @@ func _init() -> void:
_action("fire", [_mouse(MOUSE_BUTTON_LEFT), _key(KEY_SPACE)])
_action("emergency_escape", [_key(KEY_F)])
_action("interact", [_key(KEY_E)])
_action("system_menu", [_key(KEY_ESCAPE)])
var err := ProjectSettings.save()
print("input map written, err=%d" % err)
quit(0 if err == OK else 1)
+30 -3
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@@ -17,8 +17,11 @@ SERVER_TICKS="${SERVER_TICKS:-2000}"
CLIENT_TICKS="${CLIENT_TICKS:-1700}"
OUT="$(mktemp -d -t transcience-smoke-XXXXXX)"
PIDS=()
cleanup() {
kill %1 %2 %3 2>/dev/null
for pid in "${PIDS[@]:-}"; do
kill "$pid" 2>/dev/null
done
wait 2>/dev/null
if [[ "${KEEP:-0}" == "1" ]]; then
echo "logs kept in $OUT"
@@ -31,6 +34,7 @@ trap cleanup EXIT
echo "smoke: server on port $PORT, logs in $OUT"
"$GODOT" --headless --path . -- --server --port "$PORT" --autoquit "$SERVER_TICKS" \
> "$OUT/server.log" 2>&1 &
PIDS+=($!)
for _ in $(seq 1 60); do
grep -q "SERVER_READY" "$OUT/server.log" 2>/dev/null && break
@@ -43,11 +47,31 @@ fi
for n in 1 2; do
"$GODOT" --headless --path . -- --bot --host 127.0.0.1 --port "$PORT" \
--name "bot$n" --autoquit "$CLIENT_TICKS" > "$OUT/bot$n.log" 2>&1 &
PIDS+=($!)
sleep 0.4
done
wait %2 %3 2>/dev/null
wait %1 2>/dev/null
# A third bot that gets SIGKILLed the moment it is inside a dungeon. This is the
# anti-disconnect-cheese path: the server must keep its body in the world,
# channel it out over the same one second the escape button costs, and only then
# forget the peer -- never delete it instantly on socket close.
"$GODOT" --headless --path . -- --bot --host 127.0.0.1 --port "$PORT" \
--name "dropbot" --autoquit "$CLIENT_TICKS" > "$OUT/dropbot.log" 2>&1 &
DROP_PID=$!
for _ in $(seq 1 80); do
grep -q "entered instance .*DUNGEON" "$OUT/dropbot.log" 2>/dev/null && break
sleep 0.25
done
if grep -q "entered instance .*DUNGEON" "$OUT/dropbot.log" 2>/dev/null; then
# Reaped here so bash does not print its own "Killed" job-control line; the
# kill is the point of the test, not a failure.
{ kill -9 "$DROP_PID"; wait "$DROP_PID"; } 2>/dev/null || true
else
echo " WARN dropbot never reached a dungeon; drop assertions will fail"
PIDS+=("$DROP_PID")
fi
wait 2>/dev/null
fails=0
check() { # check <label> <file> <pattern>
@@ -77,6 +101,9 @@ check "a dungeon instance opened" "$OUT/server.log" "opened dungeon instance"
check "emergency escape completed" "$OUT/server.log" "escaped to lobby"
check "bot1 reached a dungeon" "$OUT/bot1.log" "entered instance .*DUNGEON"
check "bot1 returned to the lobby" "$OUT/bot1.log" "entered instance .*LOBBY"
check "a hard drop is channelled, not instant" \
"$OUT/server.log" "dropped in instance [0-9]+, channelling out"
check "the dropped body is released" "$OUT/server.log" "released from instance [0-9]+ after drop"
refute "no server script errors" "$OUT/server.log" "SCRIPT ERROR|Parse Error|USER ERROR"
refute "no client script errors" "$OUT/bot1.log" "SCRIPT ERROR|Parse Error|USER ERROR"