Bound what one packet can cost, and stop the hub eating its own loot
Selecting a character rewrote the entire store to disk, re-placed the player, re-streamed its map chunks and broadcast a roster to everyone -- off one small reliable packet, at whatever rate a client cared to send. Repeating a selection you already hold now answers yes and stops, and select/create are paced per peer. Item moves and experience grants, the two paths a client can trigger every tick, mark the store dirty and the server flushes once per tick instead of once per event. That flush also fixes experience quietly not being saved: grant_xp only wrote when a level was crossed, and level is DERIVED from lifetime xp, so the number nobody was keeping was the only number there is. A restart rolled a character back to its last level-up. The emergency escape ran in the hub, where completing it means transferring into the instance you are already in: teleported to spawn, healed to full, instanced loot dropped, every map chunk re-streamed, once a second for as long as the key is held. The hub now opts out. Ground loot evicts the oldest item when the floor fills. That is right for a dungeon, which closes and takes its litter with it, and wrong for the hub, which never closes -- a player dropping into a full floor destroyed whatever someone else had left there longest, and drop is edge-triggered per tick. A player's drop is refused instead; the world's own drops still make room. Also: a linkdead body is not in inst.peers, so closing a CLEARED dungeon walked past it and left that peer's account and name in the dictionaries forever -- with the new one-account guard, enough to lock someone out of their own session. And several encoders wrote mini(size, 255) as a count and then looped the whole array, which puts records after the count on the wire; MAX_CLIENTS makes it unreachable, which is why it would have survived to the day it was not. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -38,7 +38,13 @@ static func encode_snapshot(world: SimWorld,
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or eye.distance_squared_to(p.pos) <= cull_sq:
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visible_players.append(p)
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b.put_u8(mini(visible_players.size(), 255))
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# Sliced, not just clamped. Writing mini(size, 255) as the header and then
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# looping the full array puts records after the count on the wire, and the
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# decoder reads the enemy count out of the middle of a player. MAX_CLIENTS
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# keeps it unreachable today, which is exactly why it would survive to the
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# day it is not.
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visible_players = visible_players.slice(0, 255)
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b.put_u8(visible_players.size())
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for p in visible_players:
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b.put_u32(p.peer_id)
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b.put_float(p.pos.x)
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@@ -81,7 +87,8 @@ static func encode_snapshot(world: SimWorld,
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if observer != null and eye.distance_squared_to(e.pos) > cull_sq:
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continue
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live_enemies.append(e)
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b.put_u16(mini(live_enemies.size(), 65535))
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live_enemies = live_enemies.slice(0, 65535)
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b.put_u16(live_enemies.size())
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for e in live_enemies:
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b.put_u32(e.id)
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b.put_float(e.pos.x)
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@@ -123,7 +130,8 @@ static func encode_snapshot(world: SimWorld,
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if eye.distance_squared_to(l.pos) > cull_sq:
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continue
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visible_loot.append(l)
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b.put_u16(mini(visible_loot.size(), 65535))
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visible_loot = visible_loot.slice(0, 65535)
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b.put_u16(visible_loot.size())
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for l in visible_loot:
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b.put_u32(l.id)
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b.put_float(l.pos.x)
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@@ -361,7 +369,8 @@ static func decode_inputs(data: PackedByteArray) -> Array[InputFrame]:
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static func encode_roster(entries: Array[Dictionary]) -> PackedByteArray:
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var b := StreamPeerBuffer.new()
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b.big_endian = false
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b.put_u8(mini(entries.size(), 255))
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entries = entries.slice(0, 255)
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b.put_u8(entries.size())
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for e in entries:
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b.put_u32(int(e["peer"]))
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b.put_utf8_string(String(e["name"]))
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