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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@@ -24,8 +24,20 @@ var store: CharacterStore = null
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var peer_chunks: Dictionary[int, Dictionary] = {}
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var lobby: Instance
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## Ticks a peer must wait between control messages. Selecting or creating a
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## character rewrites the whole store to disk, re-places the player (which wipes
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## its map-chunk record and re-streams the neighbourhood), and broadcasts a
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## roster to every peer on the server -- all off one small reliable packet.
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## Unrated, one client could hold the server in a synchronous JSON write. A
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## quarter of a second is far under anything a person clicks deliberately.
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const CONTROL_COOLDOWN_TICKS := 15
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var _next_instance_id: int = SimConfig.LOBBY_INSTANCE_ID
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var _snapshot_phase: int = 0
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## Server clock, in physics ticks. Only used to pace the control messages above.
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var _tick: int = 0
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## Tick each peer was last allowed a control message on.
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var _peer_control_tick: Dictionary[int, int] = {}
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func _ready() -> void:
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@@ -49,6 +61,7 @@ func _take_instance_id() -> int:
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func _physics_process(_delta: float) -> void:
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_tick += 1
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_snapshot_phase += 1
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var send_snapshot := _snapshot_phase % SimConfig.SNAPSHOT_INTERVAL == 0
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var closing: Array[int] = []
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@@ -79,6 +92,12 @@ func _physics_process(_delta: float) -> void:
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for id in closing:
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_close_dungeon(id)
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# One write per tick at most, however many item pickups and experience
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# grants the tick produced. Everything that defers is bounded here; the
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# paths that matter more (a character created, retired, or levelled) still
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# write the moment they happen.
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store.flush()
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## Split the tick's events into the ones clients need and the ones only the
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## server acts on (escape completion, portal use, respawn requests).
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@@ -185,6 +204,7 @@ func _forget_peer(peer_id: int) -> void:
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peer_chunks.erase(peer_id)
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peer_accounts.erase(peer_id)
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peer_characters.erase(peer_id)
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_peer_control_tick.erase(peer_id)
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_broadcast_roster()
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@@ -270,6 +290,16 @@ func on_select_character(peer_id: int, character_id: String) -> void:
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Net.send_select_result(peer_id, Protocol.SelectResult.NOT_IN_HUB,
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"you can only change character in the hub")
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return
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# Already playing this one, and already where a swap would put you. Answering
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# yes and stopping is not just an optimisation: the full path rewrites the
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# store, re-places the player and re-streams its map, so a client that simply
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# repeats its own selection was free work for the asking.
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if peer_characters.get(peer_id, "") == character_id and here != null:
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Net.send_select_result(peer_id, Protocol.SelectResult.OK, "")
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_send_characters(peer_id)
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return
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if not _accept_control(peer_id):
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return
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var c := store.get_character(account, character_id)
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if c == null:
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Net.send_select_result(peer_id, Protocol.SelectResult.NO_SUCH_CHARACTER, "no such character")
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@@ -293,6 +323,8 @@ func on_create_character(peer_id: int, character_name: String) -> void:
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Net.send_select_result(peer_id, Protocol.SelectResult.NOT_IN_HUB,
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"you can only change character in the hub")
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return
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if not _accept_control(peer_id):
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return
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var c := store.create_character(account, character_name)
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if c == null:
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Net.send_select_result(peer_id, Protocol.SelectResult.LIMIT_REACHED,
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@@ -389,6 +421,18 @@ func instance_of(peer_id: int) -> Instance:
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return instances.get(id)
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## Whether [param peer_id] may spend a control message this tick, recording it
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## if so. Silent when it refuses: there is no SelectResult for "too fast", and a
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## dropped message at this rate can only come from a client that is not a menu.
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func _accept_control(peer_id: int) -> bool:
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var last: int = _peer_control_tick.get(peer_id, -CONTROL_COOLDOWN_TICKS)
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if _tick - last < CONTROL_COOLDOWN_TICKS:
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GameLog.warn("server", "peer %d control message dropped, too fast" % peer_id)
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return false
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_peer_control_tick[peer_id] = _tick
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return true
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## The peer currently signed in as [param account], or 0 for none.
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##
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## A peer that dropped inside a dungeon still counts while its linkdead body is
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@@ -521,6 +565,17 @@ func _close_dungeon(id: int) -> void:
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return
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for peer in inst.peers.duplicate():
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_transfer(peer, lobby)
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# A linkdead body is not in inst.peers, so the loop above walks straight past
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# it. The empty-instance path checks has_linkdead() and waits; the CLEARED
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# path does not, so a party that killed the boss with one member disconnected
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# left that peer's account, name and instance id in the dictionaries with no
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# instance to resolve -- invisible, permanent, and enough to keep the account
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# locked out of its own session by the one-account guard.
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for p in inst.world.players.values():
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if p.linkdead:
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GameLog.info("server", "peer %d released with instance %d as it closed"
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% [p.peer_id, id])
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_forget_peer(p.peer_id)
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instances.erase(id)
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GameLog.info("server", "closed dungeon instance %d" % id)
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@@ -579,7 +634,10 @@ func _persist_inventory(inst: Instance, peer_id: int) -> void:
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var p: SimPlayer = inst.world.players.get(peer_id)
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if p == null:
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return
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store.set_inventory(account, character_id, p.inventory)
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# Deferred: a client can produce an item action every tick, and each one used
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# to re-serialise every account on the server. ServerRuntime flushes once at
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# the end of the tick.
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store.set_inventory(account, character_id, p.inventory, true)
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func _grant_xp(peer_id: int, amount: int) -> void:
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