Initial commit: Transcience MVP
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Top-down twin-stick bullet-hell, Godot 4.7, server-authoritative dedicated
server with client-side prediction. Clients send input only; the server
resolves every hit for both players and enemies (no PvP).

- SimWorld: whole simulation as plain RefCounted objects (no nodes, no
  physics server), ~0.24ms/tick at peak load -- runs headless for free and
  drives 78 tests in under a second
- BulletPool: struct-of-arrays bullet storage, replicated as spawn/despawn
  events rather than per-tick state
- Emitter framework (Ring/AimedSpread/WallGap/ArcSweep) shared by trash
  enemies and bosses -- a new boss is data in src/content/content.gd, no
  simulation changes
- The Warden of the Fold: stationary 4-phase boss built entirely on that
  format
- Lobby hub with a portal into on-demand dungeon instances; one process
  hosts the hub plus every concurrent dungeon
- Emergency escape: 3s server-owned channel, cancelled by damage
- tools/check.sh, test.sh (GUT), smoke.sh (real server + bot clients over
  ENet), bench.gd; git hooks wired to the same scripts
- docs/ARCHITECTURE.md, NETCODE.md, WORKFLOW.md, ROADMAP.md
This commit is contained in:
Adyrem
2026-09-03 16:03:57 +02:00
commit 651c4ad94a
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class_name GameLog
extends RefCounted
## Tagged logging that survives headless runs.
##
## Static rather than an autoload so it works from unit tests and from
## `--script` tool runs, where autoload identifiers are not registered at all.
## The dedicated server has no console UI, so every line carries the role that
## produced it -- that is what makes a captured server log readable later.
enum Level { DEBUG, INFO, WARN, ERROR }
## Raise to WARN on a busy server; DEBUG is very chatty at 60 Hz.
static var min_level: Level = Level.INFO
static var role_tag: String = "?"
static func _fmt(level: Level, tag: String, msg: String) -> String:
return "[%s][%s][%s] %s" % [Level.keys()[level], role_tag, tag, msg]
static func debug(tag: String, msg: String) -> void:
if min_level <= Level.DEBUG:
print(_fmt(Level.DEBUG, tag, msg))
static func info(tag: String, msg: String) -> void:
if min_level <= Level.INFO:
print(_fmt(Level.INFO, tag, msg))
static func warn(tag: String, msg: String) -> void:
if min_level <= Level.WARN:
print(_fmt(Level.WARN, tag, msg))
static func error(tag: String, msg: String) -> void:
printerr(_fmt(Level.ERROR, tag, msg))
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class_name GameOpts
extends RefCounted
## Process-wide options parsed from the command line.
##
## These are per-machine settings and must never affect the simulation -- if a
## value would change how the world evolves, it belongs in [SimConfig] so server
## and client cannot disagree about it.
static var is_server: bool = false
static var port: int = Protocol.DEFAULT_PORT
static var host_address: String = "127.0.0.1"
static var player_name: String = "player"
## Replaces keyboard input with a scripted loop so CI can play the game with no
## display. See `tools/smoke.sh`.
static var bot_client: bool = false
## Quit after this many physics ticks. 0 = run forever.
static var autoquit_ticks: int = 0
## Skip the menu and connect straight away. Implied by --bot.
static var autojoin: bool = false
## Skip the menu and start a listen server (host + local player).
static var listen: bool = false
## Server-side dev switch: new dungeons open straight onto the boss, skipping
## the trash waves. For iterating on a pattern without clearing two waves first.
static var boss_rush: bool = false
static var parsed: bool = false
static func parse(argv: PackedStringArray = PackedStringArray()) -> void:
if argv.is_empty():
argv = OS.get_cmdline_user_args()
var i := 0
while i < argv.size():
match argv[i]:
"--server":
is_server = true
"--bot":
bot_client = true
autojoin = true
"--join":
autojoin = true
"--listen":
listen = true
"--boss-rush":
boss_rush = true
"--port":
i += 1
if i < argv.size():
port = int(argv[i])
"--host":
i += 1
if i < argv.size():
host_address = argv[i]
"--name":
i += 1
if i < argv.size():
player_name = argv[i]
"--autoquit":
i += 1
if i < argv.size():
autoquit_ticks = int(argv[i])
"--verbose":
GameLog.min_level = GameLog.Level.DEBUG
"--quiet":
GameLog.min_level = GameLog.Level.WARN
i += 1
GameLog.role_tag = "server" if is_server else "client"
parsed = true
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class_name Movement
extends RefCounted
## Pure movement helpers. These run on the server (authoritative) and on the
## client (prediction). They must stay side-effect free so a client can replay
## them over a history of inputs and land on the same result as the server.
## Clamp a raw analogue/keyboard vector to a unit disc.
static func sanitize_move(raw: Vector2) -> Vector2:
if raw.length_squared() > 1.0:
return raw.normalized()
return raw
## One tick of player locomotion. Returns the new position.
static func step_player(pos: Vector2, move: Vector2, speed: float, bounds: Vector2) -> Vector2:
var next := pos + sanitize_move(move) * speed * SimConfig.TICK_DELTA
next.x = clampf(next.x, -bounds.x, bounds.x)
next.y = clampf(next.y, -bounds.y, bounds.y)
return next
## Circle-vs-circle overlap test used for every hit in the game.
static func circles_overlap(a: Vector2, ar: float, b: Vector2, br: float) -> bool:
var r := ar + br
return a.distance_squared_to(b) <= r * r
## True when a point has drifted outside the arena plus the cull margin.
static func outside_arena(p: Vector2, margin: float = SimConfig.BULLET_CULL_MARGIN) -> bool:
return absf(p.x) > SimConfig.ARENA_HALF.x + margin \
or absf(p.y) > SimConfig.ARENA_HALF.y + margin
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class_name SimConfig
extends RefCounted
## Tuning constants shared verbatim by the server simulation and the client
## replica. Nothing here may differ between the two builds -- if a value needs
## to differ, it belongs in [GameConfig], not here.
# --- Time -------------------------------------------------------------------
const TICK_RATE := 60
const TICK_DELTA := 1.0 / 60.0
## Server sends a snapshot every N ticks (60 / 3 = 20 Hz).
const SNAPSHOT_INTERVAL := 3
## How far behind the newest snapshot the client renders remote actors.
const INTERPOLATION_DELAY_TICKS := 6
# --- Arena ------------------------------------------------------------------
const ARENA_HALF := Vector2(620.0, 340.0)
## Bullets are culled once they leave the arena by this margin.
const BULLET_CULL_MARGIN := 64.0
# --- Player -----------------------------------------------------------------
const PLAYER_SPEED := 240.0
const PLAYER_RADIUS := 9.0
const PLAYER_MAX_HP := 100
const PLAYER_FIRE_COOLDOWN := 7 # ticks
const PLAYER_BULLET_SPEED := 620.0
const PLAYER_BULLET_RADIUS := 4.0
const PLAYER_BULLET_LIFETIME := 90 # ticks
const PLAYER_BULLET_DAMAGE := 6
const PLAYER_IFRAMES := 36 # ticks of invulnerability after a hit
const PLAYER_RESPAWN_DELAY := 180 # ticks
# --- Anti-cheat guards ------------------------------------------------------
## Inputs older than this (relative to the newest accepted) are discarded.
const INPUT_MAX_AGE := 30
## Inputs claiming to be further ahead than this of the server tick are clamped.
const INPUT_MAX_LEAD := 12
## Hard ceiling on inputs consumed from one peer in a single tick.
const INPUT_MAX_PER_TICK := 4
# --- Emergency escape -------------------------------------------------------
const ESCAPE_CHANNEL_TICKS := 180 # 3 seconds
## Taking damage while channelling cancels the escape.
const ESCAPE_BREAK_ON_DAMAGE := true
# --- Bullets ----------------------------------------------------------------
const MAX_BULLETS := 4096
const TEAM_PLAYER := 0
const TEAM_ENEMY := 1
# --- Bullet visual kinds (index into the renderer's atlas) ------------------
const KIND_PLAYER_SHOT := 0
const KIND_ORB := 1
const KIND_NEEDLE := 2
const KIND_HEAVY := 3
# --- Instances --------------------------------------------------------------
const LOBBY_INSTANCE_ID := 1
const DUNGEON_PARTY_MAX := 4
## How long a forming dungeon waits for more players before it locks.
const DUNGEON_FORMING_TICKS := 300
# --- Portal -----------------------------------------------------------------
const PORTAL_POS := Vector2(0.0, -220.0)
const PORTAL_RADIUS := 60.0
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