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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@@ -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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