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))