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 NetCodec
extends RefCounted
## Binary encoders for the two server -> client streams.
##
## Snapshots are lossy and unreliable: only what is needed to draw and predict.
## Events are exact and reliable: things a client can never re-derive, above all
## bullet spawns and the despawns caused by a hit.
# --- Snapshot ---------------------------------------------------------------
static func encode_snapshot(world: SimWorld) -> PackedByteArray:
var b := StreamPeerBuffer.new()
b.big_endian = false
b.put_u32(world.tick)
b.put_u8(mini(world.players.size(), 255))
for p in world.players.values():
b.put_u32(p.peer_id)
b.put_float(p.pos.x)
b.put_float(p.pos.y)
b.put_u16(wrapi(roundi(p.aim / TAU * 65536.0), 0, 65536))
b.put_u16(clampi(p.hp, 0, 65535))
var flags := 0
if p.alive:
flags |= Protocol.F_ALIVE
if p.iframes > 0:
flags |= Protocol.F_INVULN
if p.escape_ticks > 0:
flags |= Protocol.F_ESCAPING
b.put_u8(flags)
b.put_u8(clampi(roundi(p.escape_progress() * 255.0), 0, 255))
# Echoed so the owning client knows how far to rewind when reconciling.
b.put_u32(p.last_input_tick)
var live_enemies: Array[SimEnemy] = []
for e in world.enemies.values():
if e.alive:
live_enemies.append(e)
b.put_u16(mini(live_enemies.size(), 65535))
for e in live_enemies:
b.put_u32(e.id)
b.put_float(e.pos.x)
b.put_float(e.pos.y)
b.put_u16(clampi(e.hp, 0, 65535))
# Radius and visual travel with the snapshot so a client that joins
# mid-fight can draw an enemy without any extra handshake.
b.put_u8(clampi(roundi(e.def.radius * 2.0), 0, 255))
b.put_u8(clampi(e.def.visual, 0, 255))
var has_boss := world.boss != null and world.boss.alive
b.put_u8(1 if has_boss else 0)
if has_boss:
b.put_u32(world.boss.id)
b.put_float(world.boss.pos.x)
b.put_float(world.boss.pos.y)
b.put_u32(maxi(world.boss.hp, 0))
b.put_u8(clampi(world.boss.phase_index, 0, 255))
return b.data_array
static func decode_snapshot(data: PackedByteArray) -> Dictionary:
var b := StreamPeerBuffer.new()
b.big_endian = false
b.data_array = data
var snap := {"tick": b.get_u32(), "players": [], "enemies": [], "boss": null}
var pcount := b.get_u8()
for _i in pcount:
snap["players"].append({
"peer": b.get_u32(),
"pos": Vector2(b.get_float(), b.get_float()),
"aim": float(b.get_u16()) / 65536.0 * TAU,
"hp": b.get_u16(),
"flags": b.get_u8(),
"escape": float(b.get_u8()) / 255.0,
"last_input_tick": b.get_u32(),
})
var ecount := b.get_u16()
for _i in ecount:
snap["enemies"].append({
"id": b.get_u32(),
"pos": Vector2(b.get_float(), b.get_float()),
"hp": b.get_u16(),
"radius": float(b.get_u8()) * 0.5,
"visual": b.get_u8(),
})
if b.get_u8() == 1:
snap["boss"] = {
"id": b.get_u32(),
"pos": Vector2(b.get_float(), b.get_float()),
"hp": b.get_u32(),
"phase": b.get_u8(),
}
return snap
# --- Events -----------------------------------------------------------------
## Events the client never sees; the instance layer consumes them server-side.
const SERVER_ONLY := [SimEvent.Type.PORTAL_USED, SimEvent.Type.ESCAPE_COMPLETED]
## [param server_tick] rides along so the client can fast-forward a bullet by
## however many ticks the packet spent in flight, instead of popping it in at
## the muzzle a round-trip late.
static func encode_events(server_tick: int, events: Array[Dictionary]) -> PackedByteArray:
var b := StreamPeerBuffer.new()
b.big_endian = false
b.put_u32(server_tick)
var count := 0
var body := StreamPeerBuffer.new()
body.big_endian = false
for ev in events:
var t := int(ev["t"])
if SERVER_ONLY.has(t):
continue
body.put_u8(t)
match t:
SimEvent.Type.BULLET_SPAWN:
body.put_u32(ev["uid"])
body.put_float(ev["pos"].x)
body.put_float(ev["pos"].y)
body.put_float(ev["vel"].x)
body.put_float(ev["vel"].y)
body.put_float(ev["r"])
body.put_u16(clampi(int(ev["life"]), 0, 65535))
body.put_u8(int(ev["kind"]))
body.put_u8(int(ev["team"]))
body.put_float(ev["accel"])
body.put_float(ev["turn"])
SimEvent.Type.BULLET_DESPAWN:
body.put_u32(ev["uid"])
SimEvent.Type.PLAYER_HIT:
body.put_u32(ev["peer"])
body.put_u16(clampi(int(ev["dmg"]), 0, 65535))
body.put_u16(clampi(int(ev["hp"]), 0, 65535))
SimEvent.Type.PLAYER_DIED, SimEvent.Type.ESCAPE_STARTED, \
SimEvent.Type.ESCAPE_CANCELLED:
body.put_u32(ev["peer"])
SimEvent.Type.PLAYER_RESPAWNED:
body.put_u32(ev["peer"])
body.put_float(ev["pos"].x)
body.put_float(ev["pos"].y)
SimEvent.Type.ENEMY_HIT:
body.put_u32(ev["id"])
body.put_u16(clampi(int(ev["dmg"]), 0, 65535))
body.put_u32(maxi(int(ev["hp"]), 0))
SimEvent.Type.ENEMY_DIED:
body.put_u32(ev["id"])
SimEvent.Type.BOSS_PHASE:
body.put_u8(clampi(int(ev["phase"]), 0, 255))
SimEvent.Type.BOSS_DIED:
pass
count += 1
b.put_u16(count)
b.put_data(body.data_array)
return b.data_array
## Returns { "tick": int, "events": Array[Dictionary] }.
static func decode_events(data: PackedByteArray) -> Dictionary:
var out: Array[Dictionary] = []
var b := StreamPeerBuffer.new()
b.big_endian = false
b.data_array = data
var server_tick := b.get_u32()
var count := b.get_u16()
for _i in count:
var t := b.get_u8()
var ev := {"t": t}
match t:
SimEvent.Type.BULLET_SPAWN:
ev["uid"] = b.get_u32()
ev["pos"] = Vector2(b.get_float(), b.get_float())
ev["vel"] = Vector2(b.get_float(), b.get_float())
ev["r"] = b.get_float()
ev["life"] = b.get_u16()
ev["kind"] = b.get_u8()
ev["team"] = b.get_u8()
ev["accel"] = b.get_float()
ev["turn"] = b.get_float()
SimEvent.Type.BULLET_DESPAWN:
ev["uid"] = b.get_u32()
SimEvent.Type.PLAYER_HIT:
ev["peer"] = b.get_u32()
ev["dmg"] = b.get_u16()
ev["hp"] = b.get_u16()
SimEvent.Type.PLAYER_DIED, SimEvent.Type.ESCAPE_STARTED, \
SimEvent.Type.ESCAPE_CANCELLED:
ev["peer"] = b.get_u32()
SimEvent.Type.PLAYER_RESPAWNED:
ev["peer"] = b.get_u32()
ev["pos"] = Vector2(b.get_float(), b.get_float())
SimEvent.Type.ENEMY_HIT:
ev["id"] = b.get_u32()
ev["dmg"] = b.get_u16()
ev["hp"] = b.get_u32()
SimEvent.Type.ENEMY_DIED:
ev["id"] = b.get_u32()
SimEvent.Type.BOSS_PHASE:
ev["phase"] = b.get_u8()
SimEvent.Type.BOSS_DIED:
pass
out.append(ev)
return {"tick": server_tick, "events": out}
# --- Input ------------------------------------------------------------------
static func encode_inputs(frames: Array[InputFrame]) -> PackedByteArray:
var b := StreamPeerBuffer.new()
b.big_endian = false
b.put_u8(mini(frames.size(), 255))
for f in frames:
f.write(b)
return b.data_array
static func decode_inputs(data: PackedByteArray) -> Array[InputFrame]:
var out: Array[InputFrame] = []
if data.size() < 1:
return out
var b := StreamPeerBuffer.new()
b.big_endian = false
b.data_array = data
var count := b.get_u8()
# A malformed or hostile packet must not make the server read past the end.
if data.size() < 1 + count * InputFrame.SIZE:
return out
for _i in count:
out.append(InputFrame.read(b))
return out