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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+11
-4
@@ -65,10 +65,17 @@ const SPAWN_GRACE_TICKS := 120 # 2 seconds
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## it cannot outpace anything that is actually shooting at you.
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const HP_REGEN_PERCENT_PER_SEC := 0.5
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## A downed player cannot leave for the hub until this has elapsed. Enforced
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## here rather than only by grey-ing out the button, because a disabled button
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## is a suggestion -- the server is the only thing a modified client cannot
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## argue with.
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## A downed player cannot leave for the hub until this has elapsed. Enforced in
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## the simulation rather than only by grey-ing out the button, because a
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## disabled button is a suggestion.
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##
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## Worth knowing what actually reaches it: a player whose peer is still
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## connected never waits, because ServerRuntime unbinds it on the same tick it
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## dies and leaves it at the roster screen -- that is a settled decision, not an
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## oversight (docs/DECISIONS.md, "Death unbinds the character entirely"). What
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## the lockout governs is the LINKDEAD body, which has nobody to show a roster
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## to and asks for itself; the countdown is what stops it vanishing out of a
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## fight the instant it is killed.
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const RESPAWN_LOCKOUT_TICKS := 180 # 3 seconds
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# --- Input timing -----------------------------------------------------------
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@@ -47,6 +47,9 @@ static func make_lobby(instance_id: int) -> Instance:
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inst.world.upgrade_npc = built["npc"]
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inst.world.has_upgrade_npc = true
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inst.world.spawn_point = built["spawn"]
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# Nothing here to escape from, and completing the channel in the hub means
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# transferring to the hub -- see SimWorld.escape_enabled.
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inst.world.escape_enabled = false
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inst.state = State.ACTIVE
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# A single inert practice target so players can feel out the gun before
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# committing to a run.
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@@ -20,6 +20,9 @@ const MAX_ACTIVE := 5
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var _accounts: Dictionary[int, Dictionary] = {}
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var _path: String = SAVE_PATH
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var _rng := RandomNumberGenerator.new()
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## Set by [method save_deferred]; cleared by the next write. See that method for
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## why one path defers and every other one does not.
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var _dirty: bool = false
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func _init(path: String = SAVE_PATH) -> void:
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@@ -108,11 +111,24 @@ func retire_character(account_id: int, character_id: String) -> void:
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## Write a character's carried items back to disk. Separate from grant_xp
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## rather than folded into a general "save this character", so the one caller
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## reads as what it is.
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func set_inventory(account_id: int, character_id: String, items: Array[StringName]) -> void:
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##
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## [param defer] coalesces the write to the end of the server tick. Item events
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## are the one persistence path a client can trigger at the tick rate -- the
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## slot byte counts toward the edge, so alternating it with drop held produces
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## an action every tick -- and each one otherwise re-serialised every account on
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## the server to disk. Deferring bounds that at one write per tick however many
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## players are doing it. The risk the immediate write guards against is a crash
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## between moving an item and recording it; a tick is 16ms of that, and the
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## direction of the loss is an item that stays in your bag, never a duplicate.
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func set_inventory(account_id: int, character_id: String, items: Array[StringName],
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defer: bool = false) -> void:
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var c := get_character(account_id, character_id)
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if c == null:
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return
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c.set_inventory(items)
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if defer:
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save_deferred()
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else:
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save()
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@@ -162,14 +178,32 @@ func grant_xp(account_id: int, character_id: String, amount: int) -> int:
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if c == null:
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return 0
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var gained := c.grant_xp(amount)
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if gained > 0:
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save()
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# Every grant is written, not only the ones that cross a level boundary.
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# Saving on gained > 0 alone meant a character could kill its way to one
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# point short of a level and lose all of it to a restart, because the level
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# is DERIVED from lifetime experience -- the number that was not being kept
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# is the only number there is. Deferred so a busy fight still costs one
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# write per tick rather than one per kill.
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save_deferred()
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return gained
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# --- Persistence ------------------------------------------------------------
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## Mark the store as needing a write, without doing it now. The owner calls
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## [method flush] once per tick; see [method set_inventory].
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func save_deferred() -> void:
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_dirty = true
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## Write only if something asked for one since the last write.
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func flush() -> void:
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if _dirty:
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save()
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func save() -> void:
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_dirty = false
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var accounts := {}
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for account_id in _accounts:
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var entry: Dictionary = _accounts[account_id]
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+13
-4
@@ -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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@@ -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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@@ -46,6 +46,14 @@ var spawn_point := Vector2(0.0, 240.0)
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## Arrival protection granted to players entering this world. 0 in the hub,
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## SimConfig.SPAWN_GRACE_TICKS in a dungeon.
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var spawn_grace_ticks: int = 0
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## Whether the emergency escape does anything here. False only in the hub: the
|
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## escape's completion is routed to "send this peer to the lobby", and in the
|
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## lobby that is a transfer to the instance you are already in -- which re-places
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## the player, teleporting it to the spawn point, healing it to full, dropping
|
||||
## its instanced loot and re-streaming every map chunk around it, once a second
|
||||
## for as long as the key is held. A world you can leave is the default; the hub
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## is the one that opts out.
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||||
var escape_enabled: bool = true
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var _next_actor_id: int = 1
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var _ctx := EmitContext.new()
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@@ -471,6 +479,13 @@ func _drop_slot(p: SimPlayer, slot_index: int) -> void:
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return
|
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if p.inventory[slot_index] == Items.NONE:
|
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return
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# Refused rather than made room for. spawn_loot evicts the oldest item when
|
||||
# the floor is full, which is right for a dungeon's own drops and wrong for a
|
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# player's: the hub never closes, so a player dropping into a full floor was
|
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# destroying whatever someone else had left there longest -- and the drop key
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# can be pressed every tick. Your item stays in your bag instead.
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if loot.size() >= SimConfig.MAX_LOOT_PER_INSTANCE:
|
||||
return
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var item := p.take_slot(slot_index)
|
||||
# Anything dropped becomes world-shared, even if it arrived as an instanced
|
||||
# drop. That is what makes dropping worth having: an item you do not want
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@@ -480,6 +495,8 @@ func _drop_slot(p: SimPlayer, slot_index: int) -> void:
|
||||
|
||||
|
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func _step_escape(p: SimPlayer, frame: InputFrame) -> void:
|
||||
if not escape_enabled:
|
||||
return
|
||||
# A dropped connection is treated as holding the button down. Pulling the
|
||||
# plug then costs exactly what pressing escape costs -- one second of
|
||||
# standing there, still killable -- instead of an instant, safe exit.
|
||||
|
||||
@@ -312,3 +312,53 @@ func test_an_unknown_upgrade_in_a_save_is_dropped() -> void:
|
||||
assert_eq(restored.upgrades, [Upgrades.SNIPER] as Array[StringName])
|
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assert_eq(restored.offer, [Upgrades.POISON] as Array[StringName])
|
||||
assert_eq(restored.pending_choices, 2)
|
||||
|
||||
|
||||
# --- Deferred writes --------------------------------------------------------
|
||||
# Two paths a client can trigger at the tick rate -- item moves and experience
|
||||
# grants -- mark the store dirty instead of writing, and the server flushes once
|
||||
# per tick. Everything else still writes the moment it happens.
|
||||
|
||||
func test_experience_below_a_level_boundary_is_still_written() -> void:
|
||||
var c := store.create_character(ACC, "Grinder")
|
||||
assert_eq(store.grant_xp(ACC, c.id, 5), 0, "nowhere near a level")
|
||||
store.flush()
|
||||
|
||||
var reloaded := CharacterStore.new(store._path)
|
||||
assert_true(reloaded.load_from_disk())
|
||||
assert_eq(reloaded.get_character(ACC, c.id).total_xp, 5,
|
||||
"experience that has not crossed a level is the only record of it: " +
|
||||
"level is derived from lifetime xp, so losing the xp loses the level")
|
||||
|
||||
|
||||
func test_a_deferred_inventory_write_lands_on_the_flush() -> void:
|
||||
var c := store.create_character(ACC, "Carrier") # writes immediately
|
||||
var bag: Array[StringName] = [Items.HEALTH_POTION, Items.NONE, Items.NONE, Items.NONE]
|
||||
store.set_inventory(ACC, c.id, bag, true)
|
||||
|
||||
var before := CharacterStore.new(store._path)
|
||||
before.load_from_disk()
|
||||
assert_eq(before.get_character(ACC, c.id).inventory[0], Items.NONE,
|
||||
"deferred means deferred; the file still holds the older bag")
|
||||
|
||||
store.flush()
|
||||
var after := CharacterStore.new(store._path)
|
||||
after.load_from_disk()
|
||||
assert_eq(after.get_character(ACC, c.id).inventory[0], Items.HEALTH_POTION)
|
||||
|
||||
|
||||
func test_flushing_a_clean_store_writes_nothing() -> void:
|
||||
store.create_character(ACC, "Idle")
|
||||
var stamp := FileAccess.get_modified_time(store._path)
|
||||
store.flush()
|
||||
assert_eq(FileAccess.get_modified_time(store._path), stamp,
|
||||
"a tick in which nothing happened must not cost a disk write")
|
||||
|
||||
|
||||
func test_an_immediate_write_clears_the_pending_one() -> void:
|
||||
var c := store.create_character(ACC, "Mixed")
|
||||
store.grant_xp(ACC, c.id, 7) # dirty, not written
|
||||
store.set_last_played(ACC, c.id) # writes now, and takes the xp with it
|
||||
var reloaded := CharacterStore.new(store._path)
|
||||
reloaded.load_from_disk()
|
||||
assert_eq(reloaded.get_character(ACC, c.id).total_xp, 7)
|
||||
@@ -112,3 +112,33 @@ func test_escape_completion_never_reaches_the_client_directly() -> void:
|
||||
for ev: Dictionary in packet["events"]:
|
||||
assert_ne(int(ev["t"]), SimEvent.Type.ESCAPE_COMPLETED,
|
||||
"the transfer is the server's decision; clients only see the outcome")
|
||||
|
||||
|
||||
## The hub has nothing to escape from, and completing the channel there routes
|
||||
## to "send this peer to the lobby" -- a transfer into the instance you are
|
||||
## already in, which re-places the player: 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.
|
||||
func test_the_hub_has_no_escape_to_channel() -> void:
|
||||
var hub := Instance.make_lobby(1)
|
||||
assert_false(hub.world.escape_enabled,
|
||||
"the lobby is the one world that opts out")
|
||||
hub.add_peer(99, "tester")
|
||||
for i in SimConfig.ESCAPE_CHANNEL_TICKS * 2:
|
||||
var frames: Array[InputFrame] = [InputFrame.make(hub.world.tick + 1,
|
||||
Vector2.ZERO, 0.0, InputFrame.BTN_ESCAPE)]
|
||||
hub.world.queue_input(99, frames)
|
||||
hub.step()
|
||||
var p: SimPlayer = hub.world.players[99]
|
||||
assert_eq(p.escape_ticks, 0, "nothing should have been channelling")
|
||||
for ev in hub.world.events:
|
||||
assert_ne(int(ev["t"]), SimEvent.Type.ESCAPE_STARTED,
|
||||
"holding escape in the hub must not start a channel")
|
||||
assert_ne(int(ev["t"]), SimEvent.Type.ESCAPE_COMPLETED,
|
||||
"and must certainly never complete one")
|
||||
|
||||
|
||||
func test_a_dungeon_still_lets_you_out() -> void:
|
||||
# The guard above must not be a way to disable the escape everywhere.
|
||||
var run := Instance.make_dungeon(2, 1234)
|
||||
assert_true(run.world.escape_enabled)
|
||||
@@ -418,3 +418,35 @@ func test_the_same_tick_tie_break_is_join_order_not_distance() -> void:
|
||||
assert_eq(world.players[ME].inventory[0], Items.HEALTH_POTION,
|
||||
"the player who joined first wins, despite standing further away")
|
||||
assert_eq(them.inventory[0], Items.NONE)
|
||||
|
||||
|
||||
## Ground loot evicts the oldest item when the floor fills up, which is the
|
||||
## right answer for a dungeon's own drops and the wrong one for a player's: the
|
||||
## hub never closes, so dropping into a full floor destroyed whatever someone
|
||||
## else had left there longest -- and drop is edge-triggered per tick, so a
|
||||
## client could clear the hub floor in seconds.
|
||||
func test_a_player_drop_never_destroys_someone_elses_item() -> void:
|
||||
var w := SimWorld.new(1)
|
||||
var mine := w.add_player(1, "me")
|
||||
mine.pos = Vector2.ZERO
|
||||
mine.inventory[0] = Items.HEALTH_POTION
|
||||
|
||||
var theirs: Array[int] = []
|
||||
for i in SimConfig.MAX_LOOT_PER_INSTANCE:
|
||||
theirs.append(w.spawn_loot(Items.WARDENS_RATION, Vector2(500.0, float(i))).id)
|
||||
assert_eq(w.loot.size(), SimConfig.MAX_LOOT_PER_INSTANCE, "the floor is full")
|
||||
|
||||
w._drop_slot(mine, 0)
|
||||
assert_eq(mine.inventory[0], Items.HEALTH_POTION,
|
||||
"the drop is refused, so the item stays in the bag")
|
||||
for id in theirs:
|
||||
assert_true(w.loot.has(id), "nothing already on the floor may be evicted")
|
||||
|
||||
|
||||
func test_the_cap_still_bites_for_drops_the_world_generates_itself() -> void:
|
||||
# A dungeon's own drops keep the old behaviour: they must never fail to
|
||||
# appear, and the instance closes and takes the litter with it anyway.
|
||||
var w := SimWorld.new(1)
|
||||
for i in SimConfig.MAX_LOOT_PER_INSTANCE + 5:
|
||||
w.spawn_loot(Items.WARDENS_RATION, Vector2(float(i), 0.0))
|
||||
assert_eq(w.loot.size(), SimConfig.MAX_LOOT_PER_INSTANCE)
|
||||
Reference in new issue
Block a user