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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@@ -312,3 +312,53 @@ func test_an_unknown_upgrade_in_a_save_is_dropped() -> void:
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assert_eq(restored.upgrades, [Upgrades.SNIPER] as Array[StringName])
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assert_eq(restored.offer, [Upgrades.POISON] as Array[StringName])
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assert_eq(restored.pending_choices, 2)
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# --- Deferred writes --------------------------------------------------------
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# Two paths a client can trigger at the tick rate -- item moves and experience
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# grants -- mark the store dirty instead of writing, and the server flushes once
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# per tick. Everything else still writes the moment it happens.
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func test_experience_below_a_level_boundary_is_still_written() -> void:
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var c := store.create_character(ACC, "Grinder")
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assert_eq(store.grant_xp(ACC, c.id, 5), 0, "nowhere near a level")
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store.flush()
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var reloaded := CharacterStore.new(store._path)
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assert_true(reloaded.load_from_disk())
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assert_eq(reloaded.get_character(ACC, c.id).total_xp, 5,
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"experience that has not crossed a level is the only record of it: " +
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"level is derived from lifetime xp, so losing the xp loses the level")
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func test_a_deferred_inventory_write_lands_on_the_flush() -> void:
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var c := store.create_character(ACC, "Carrier") # writes immediately
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var bag: Array[StringName] = [Items.HEALTH_POTION, Items.NONE, Items.NONE, Items.NONE]
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store.set_inventory(ACC, c.id, bag, true)
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var before := CharacterStore.new(store._path)
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before.load_from_disk()
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assert_eq(before.get_character(ACC, c.id).inventory[0], Items.NONE,
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"deferred means deferred; the file still holds the older bag")
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store.flush()
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var after := CharacterStore.new(store._path)
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after.load_from_disk()
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assert_eq(after.get_character(ACC, c.id).inventory[0], Items.HEALTH_POTION)
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func test_flushing_a_clean_store_writes_nothing() -> void:
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store.create_character(ACC, "Idle")
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var stamp := FileAccess.get_modified_time(store._path)
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store.flush()
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assert_eq(FileAccess.get_modified_time(store._path), stamp,
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"a tick in which nothing happened must not cost a disk write")
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func test_an_immediate_write_clears_the_pending_one() -> void:
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var c := store.create_character(ACC, "Mixed")
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store.grant_xp(ACC, c.id, 7) # dirty, not written
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store.set_last_played(ACC, c.id) # writes now, and takes the xp with it
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var reloaded := CharacterStore.new(store._path)
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reloaded.load_from_disk()
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assert_eq(reloaded.get_character(ACC, c.id).total_xp, 7)
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@@ -112,3 +112,33 @@ func test_escape_completion_never_reaches_the_client_directly() -> void:
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for ev: Dictionary in packet["events"]:
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assert_ne(int(ev["t"]), SimEvent.Type.ESCAPE_COMPLETED,
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"the transfer is the server's decision; clients only see the outcome")
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## The hub has nothing to escape from, and completing the channel there routes
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## to "send this peer to the lobby" -- a transfer into the instance you are
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## already in, which re-places the player: teleported to spawn, healed to full,
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## instanced loot dropped, every map chunk re-streamed. Once a second, for as
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## long as the key is held.
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func test_the_hub_has_no_escape_to_channel() -> void:
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var hub := Instance.make_lobby(1)
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assert_false(hub.world.escape_enabled,
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"the lobby is the one world that opts out")
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hub.add_peer(99, "tester")
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for i in SimConfig.ESCAPE_CHANNEL_TICKS * 2:
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var frames: Array[InputFrame] = [InputFrame.make(hub.world.tick + 1,
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Vector2.ZERO, 0.0, InputFrame.BTN_ESCAPE)]
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hub.world.queue_input(99, frames)
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hub.step()
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var p: SimPlayer = hub.world.players[99]
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assert_eq(p.escape_ticks, 0, "nothing should have been channelling")
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for ev in hub.world.events:
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assert_ne(int(ev["t"]), SimEvent.Type.ESCAPE_STARTED,
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"holding escape in the hub must not start a channel")
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assert_ne(int(ev["t"]), SimEvent.Type.ESCAPE_COMPLETED,
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"and must certainly never complete one")
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func test_a_dungeon_still_lets_you_out() -> void:
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# The guard above must not be a way to disable the escape everywhere.
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var run := Instance.make_dungeon(2, 1234)
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assert_true(run.world.escape_enabled)
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@@ -418,3 +418,35 @@ func test_the_same_tick_tie_break_is_join_order_not_distance() -> void:
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assert_eq(world.players[ME].inventory[0], Items.HEALTH_POTION,
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"the player who joined first wins, despite standing further away")
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assert_eq(them.inventory[0], Items.NONE)
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## Ground loot evicts the oldest item when the floor fills up, which is the
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## right answer for a dungeon's own drops and the wrong one for a player's: the
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## hub never closes, so dropping into a full floor destroyed whatever someone
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## else had left there longest -- and drop is edge-triggered per tick, so a
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## client could clear the hub floor in seconds.
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func test_a_player_drop_never_destroys_someone_elses_item() -> void:
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var w := SimWorld.new(1)
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var mine := w.add_player(1, "me")
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mine.pos = Vector2.ZERO
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mine.inventory[0] = Items.HEALTH_POTION
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var theirs: Array[int] = []
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for i in SimConfig.MAX_LOOT_PER_INSTANCE:
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theirs.append(w.spawn_loot(Items.WARDENS_RATION, Vector2(500.0, float(i))).id)
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assert_eq(w.loot.size(), SimConfig.MAX_LOOT_PER_INSTANCE, "the floor is full")
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w._drop_slot(mine, 0)
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assert_eq(mine.inventory[0], Items.HEALTH_POTION,
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"the drop is refused, so the item stays in the bag")
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for id in theirs:
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assert_true(w.loot.has(id), "nothing already on the floor may be evicted")
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func test_the_cap_still_bites_for_drops_the_world_generates_itself() -> void:
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# A dungeon's own drops keep the old behaviour: they must never fail to
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# appear, and the instance closes and takes the litter with it anyway.
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var w := SimWorld.new(1)
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for i in SimConfig.MAX_LOOT_PER_INSTANCE + 5:
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w.spawn_loot(Items.WARDENS_RATION, Vector2(float(i), 0.0))
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assert_eq(w.loot.size(), SimConfig.MAX_LOOT_PER_INSTANCE)
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